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How can I make an object bigger in size?

Posted: Sat Apr 26, 2008 3:18 pm
by Eaton
How can I make an object, such as the bridge from the level "Delta Halo", like 2 times bigger than normal? I want it to cover a huge area.

Posted: Sat Apr 26, 2008 4:08 pm
by NotZachary82
you could use neodos's tutorial to stretch out the entire object, and add new [coll]/[phmo]: http://www.forums.remnantmods.com/viewt ... f=13&t=523

>_< i hope it's ok if i post this here. he didn't post the tutorial on this site.

Posted: Sun Apr 27, 2008 6:20 am
by Eaton
Is that the only way? I thought you could change the values around in the meta editor to stretch it out...

Posted: Sun Apr 27, 2008 6:55 am
by neodos
Yes it's is, yeah it's ok and that is only meta editing but you need to use your brain a bit of maths and geometry to do it.

Posted: Sun Apr 27, 2008 7:06 am
by Eaton
What values do you change? I recall that you change the Bounding Radius and the Bounding Offsets or something. Is that right?

Posted: Sun Apr 27, 2008 7:34 am
by NotZachary82
that only changes the size. that tutorial makes you give it collision and a physics model.

unless you don't want to come into contact with that bridge? >_<

Posted: Sun Apr 27, 2008 7:39 am
by Eaton
Hmm... Ok. I'll try both. I plan on putting the bridge over water and skinning it to look like ice, but maybe I'll try to put an invisible barrier right at the water's edge. Ok, one more question: How do move or create an invisible barrier

Posted: Sun Apr 27, 2008 7:40 am
by NotZachary82
you use neodos's tutorial to make a big, flat surface. ^_^

Posted: Sun Apr 27, 2008 8:32 am
by neodos
Bouding radius is for the visual model, and it's not to resize it, bouding radius defines the radius in which the model will be viewable before it fades out, you can also setup that on hlmt too.

Posted: Sun Apr 27, 2008 8:33 am
by Eaton
So the only way to make it physically bigger in size is to use your tutorial?

Posted: Sun Apr 27, 2008 9:30 am
by JacksonCougAr
His tutorial is for primitives: you can use xzodias phmo scaler here on halomods to resize complex phmo.

Posted: Sun Apr 27, 2008 9:36 am
by Eaton
JacksonCougAr wrote:His tutorial is for primitives: you can use xzodias phmo scaler here on halomods to resize complex phmo.
Thank you! :D I will try it.

Posted: Sun Apr 27, 2008 9:37 am
by NotZachary82
JacksonCougAr wrote:His tutorial is for primitives: you can use xzodias phmo scaler here on halomods to resize complex phmo.
<_<

Posted: Sun Apr 27, 2008 10:23 am
by neodos
JacksonCougAr wrote:His tutorial is for primitives: you can use xzodias phmo scaler here on halomods to resize complex phmo.
-_-
That doesn't even work, well not only for primitives, for phmo yes but if you combine multiple phmo parallelepipedals, for coll it works for all forms as long as you know what you are doing.

Posted: Mon Apr 28, 2008 11:33 am
by Eaton
Well, no character is going to come in contact with this object so what should I use? Neodos's tutorial, or Xzodia's PHMO Scaler?

Posted: Mon Apr 28, 2008 2:09 pm
by kibito87
Eaton wrote:Well, no character is going to come in contact with this object so what should I use? Neodos's tutorial, or Xzodia's PHMO Scaler?
Well using the PHMO scaler won't do you justice seeing how none of the players will come into contact with the object. So i'd suggest using Neodo's tutorial.

Posted: Mon Apr 28, 2008 2:14 pm
by Eaton
Ok. Or if I can get the darn Chunk Cloner to work I can just clone a huge amount. Is there a limit to how many chunks you can cone in the "Netgame Equipment" Reflexive?

Posted: Mon Apr 28, 2008 2:16 pm
by NotZachary82
use neodos's tutorial, use another reflexive (like scenery placement), and you'll only have to spawn one object.

that way you don't waste any netgame equipment chunks.

Posted: Mon Apr 28, 2008 2:21 pm
by Eaton
Ok. Hopefully it will work because it looks rather hard, but I will give it a try.