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On the model: gov_c_ext_bottom_platform_24x12x1m
The colliders c_box_1, c_box_2, etc. all have the identity transform matrix when exported.
When verifying this with the in game editor I can see that the colliders are placed correctly.
Is there some external data for this or is the model exporter doing something incorrectly here?
The text was updated successfully, but these errors were encountered:
So after digging for a while. I realized that the bounds_min and bounds_max contain information about how the collider should be set up in relation to the root object.
I will locally make changes to store the bounding volume's center and scale in the transform to get the information out from the .model file.
Here is my modified method for converting the bounding volume for non-meshed colliding children into the transform matrix. https://gist.github.com/miniwolf/4eaee2cc20bf28605a894c1d49991959
The objects do not get a new mesh but the transform matrix will have the translation, scale, and rotation necessary to create a bounding box around it matching the one you would find in the game.
On the model: gov_c_ext_bottom_platform_24x12x1m
The colliders c_box_1, c_box_2, etc. all have the identity transform matrix when exported.
When verifying this with the in game editor I can see that the colliders are placed correctly.
Is there some external data for this or is the model exporter doing something incorrectly here?
The text was updated successfully, but these errors were encountered: