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BoundingBox problem.


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#21 Lauri

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Posted 06 March 2011 - 12:20 AM

It doesn't matter what it should be...

If it's not big enough, go bigger

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#22 NDC

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Posted 06 March 2011 - 12:30 AM

Lauri, could you tell me, is it necessary to link the box to any bone or not (now it is not linked to anyone)?

#23 Lauri

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Posted 06 March 2011 - 10:56 AM

not

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#24 NDC

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Posted 06 March 2011 - 11:18 PM

I absolutely do not know what to do - it just does not want to work correctly. Could this happen due to some mistakes in .ini files?
And what are possible solutions? Help me, please!

Edited by NDC, 06 March 2011 - 11:21 PM.


#25 Lauri

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Posted 07 March 2011 - 04:52 PM

It has something to do with the boundingbox, and boundingbox ONLY.

Make a new one if the current one doesn't work, make sure it's ticked of on Export Geometry and OOBox and Hide.
That always works for me.

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#26 Gandalf17

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Posted 10 March 2011 - 04:43 AM

Could the Geometry in the units code cause an issue with the Bounding Box maybe?

#27 NDC

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Posted 11 March 2011 - 08:42 AM

I tried to convert the model with "OBBox" and "Hide" ticked, but the box did not start to work correctly. Then I decided to find a way round of this problem and converted the model with the box that is "Normal" and "Hide", but this attempt was not successful too.
What do you mean, Gandalf17? Could you explain it to me, please?

#28 Gandalf17

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Posted 12 March 2011 - 03:42 PM

I dont know if the geometry has anything to do with. I was just trying to throw a possibility out there, and seeing if the veteran modders could confirm.
Just a question: when ingame, is it possible to click the unit when the cursor is next to the unit rather then directly over the unit? I had a problem recently where it was as if the bounding box was shifted to the right, so in order to click my unit i had to always click to the right of him. Never got it working but i think it had something to do with the "unit" not being in the center of the perspective box in Renx. I dont know if this could be your problem, but maybe its worth a check...

#29 NDC

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Posted 12 March 2011 - 11:14 PM

The Uruk-Hai can be selected when clicking on his feet area. It is impossible to select the unit while holding cursor somewhere in his torso area. What could it mean?

Edited by NDC, 12 March 2011 - 11:48 PM.


#30 Kwen

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Posted 12 March 2011 - 11:51 PM

It means there is no boundingbox being read. Geometry has nothing to do with it, doesn't have much to do with units in general...

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#31 NDC

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Posted 13 March 2011 - 09:41 AM

So, does it mean that the problem occurs during the model's exporting? What are the possible solutions?

#32 Kwen

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Posted 13 March 2011 - 06:12 PM

Well does it happen only with this one model? Try making a different one with a boundingbox, and see if it works.

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#33 NDC

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Posted 14 March 2011 - 07:24 PM

It seems like it happens with every model. I exported only mounted models to the game, that is why it was harder to mention the lack of boundingbox.

Edited by NDC, 14 March 2011 - 07:24 PM.


#34 Rob38

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Posted 19 March 2011 - 09:22 PM

Don't know if this will help at all, but this link visually shows how to create a proper bounding box.

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#35 DIGI_Byte

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Posted 22 March 2011 - 07:26 PM

@NDC
what asset builder are you using?
Try using EA's Asset builder and compare it too T3A's asset builder, let me know if that fixes anything.
You don't need too "Make it Bigger" come on guys... so typical... its how you use it that counts ^_^


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#36 Kwen

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Posted 22 March 2011 - 07:42 PM

You don't need too "Make it Bigger" come on guys... so typical... its how you use it that counts ^_^

Right.. But a boundingbox is incredibly simple. A big cube, with AABox ticked. Not a lot of places to go wrong. The only logical thing, is since it shrinks when exported, make it large enough that after shrinking, it still covers the majority of the model.

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#37 DIGI_Byte

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Posted 22 March 2011 - 07:49 PM

How do you know AABox shrinks? do you see its wireframe in a debug mode?

Also, if you looked at his image uploads, the Box is already f*cking huge ^_^
he has however selected OBBOX instead of AABOX but that shouldn't cause any issues

Also, A Protip for Bounding Boxes, Go over too your Max Script panel and select XForm, and apply a "Reset XForm"
W3D files dont like "Scaled" objects, always manually re-size objects in vertex mode else your just faking it bigger, all scales are generally reset too 100% when exporting

EDIT: Reseting the Xform, resets the scale of the object without affecting the mesh itself, helpful for resetting the scale of an object back too 100% without changing the mesh.

Edited by DIGI_Byte, 22 March 2011 - 07:53 PM.


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#38 NDC

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Posted 27 March 2011 - 10:34 AM

Thank you for the replies! I spent some time revising other models and found that Uruk-Hai is the only model, which has bad BoundingBox. I tried to resize it in Box mode (as an alternative to Select and Uniform Scale), but it did not help.
I use Sy's asset builder, and it worked fine with previous models.
Looks like it just does not want to work. Do you have any ideas?

#39 NDC

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Posted 06 November 2011 - 03:20 PM

Well, looks like this bug follows me.
The least two models I has been working with have bad boundingboxes. I had tried some variants like changing OBB to ABB, adding new box and so on, but all these measures changed nothing.
Does anyone knows, is there any direct way of adding BoundingBox to model (like hex-editing or something like that)?
Did anyone faced the same problems?




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