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Post by peacemaker on May 13, 2016 0:37:26 GMT -5
I have encountered and issue with some custom window meshes i am currently working on. When ingame, they wont adjust lower then the default height of the mesh as it appears in blender. This is not an issue with EA windows which can be dragged to floor level despite the mesh having similar coordinates as my custom one. Does anyone know how to solve this? I suspect it might be the mesh dimensions and the game restricting the movement based on that, but i am not sure.
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Post by brujah on May 13, 2016 1:15:13 GMT -5
Share your package file and someone should be able to look into it for you
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Post by peacemaker on May 13, 2016 1:37:36 GMT -5
TBH, i am not comfortable uploading unfinished work publicly, but if someone is willing to look at it I can get a package file together and PM them with a link. i really should have added pics of what is happening though. In blender you can see it is offset from the origin: this is an EA window for comparison (double hung): And as you can see ingame, the double hung can be adjusted all the way to the floor, where as my window cannot: You can adjust my window upwards, but not lower then it is in blender. Its not a big problem, but a problem nonetheless.
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Post by brujah on May 13, 2016 1:41:46 GMT -5
Feel free to PM me the file. Looking good otherwise. One thing to check for is loose vertices. When importing meshes into studio if there are any strays those will be included in the footprint re-sizing.
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Post by peacemaker on May 13, 2016 2:08:39 GMT -5
On the off chance I thought i would check a mirror I made recently that has not been shared yet and had vertical adjustment enabled. It is suffering the same issue as the window, so it is not an isolated problem. I have made mirrors prior to this and they act like they should, full adjustment up and down. Perhaps a value is being changed upon import that is affecting them? There is definitely no stray vertices, as the shadow mesh is just an edited EA one, and I double check for stray vertices when importing from sketchup. I can package up the mirror and the window if you prefer, or just the window.
edit: i also did not use the footprint adjustment option of any of these meshes. since the base items had adequately sized footprints.
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Post by peacemaker on May 13, 2016 4:10:45 GMT -5
Ok, I have fixed the issue, or at least overridden the min and max heights so the items can be fully adjusted on the walls. I took the minimum height from the lowest point of the mesh and put that in and i have had no issues. I checked items I have made that are adjustable where the mesh is not centred at the origin (i.e. mirrors, some kitchen cabinets), and all items made with jackpot seem to be affected (which seems to be the only connection between why the items act differently). Ones made with the version of studio prior to this don't suffer this vertical adjustment issue so i am not sure what has changed when importing meshes between the 2 versions. At least min and max override in the footprint resource can be used to overcome the problem I am experiencing.
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Post by orangemittens on May 13, 2016 9:06:58 GMT -5
Hi peacemaker , Jackpot's auto-design tool height editor is set up to put the lowest vertex height in for the min height and the highest vertex for the max height. If this was not your experience with this mesh could you send me the .blend that resulted in the window that would not go all the way to the floor and the .package you imported it into? This sounds like a potential bug and, if it is, your example would help to fix it. Definitely, if an item is hanging below the 0 line in Blender this will cause issues when using the auto design tool height editor because this will cause the game to think the item is embedded in the floor...but it should not be causing the issue you ran into if the item is positioned above the line.Don't worry about sending the .blend and .package. I've looked into this and, for some reason, Studio is stripping the min height off. This is a bug, and it will be fixed in an upcoming version of Studio.
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Post by peacemaker on May 13, 2016 10:17:15 GMT -5
That is good news that the exact issue is known and a fix will be implemented. I thought i was going crazy when stuff wasn't adjusting properly. I will mark the thread as solved now
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