Scaling dif objects in Torque.
by Jonathan Rose · in Torque Game Engine · 01/01/2005 (2:22 am) · 4 replies
It seems that just about whenever I scale a dif in Torque that the brushes become unaligned and everything becomes rather... messy looking. Certain brushes will have their edges more exposed than others. This happens a lot particularly with the brushes created with the bevel and arch creators. I'm using QuArK 6.3. Is there any particular way to fix this problem?
#2

When I make an arch with the arch builder it scales and the different brushes become more... jagged. It might be more a problem with QuArK than anything else though. Could be that the arch builder/bevel tool creates brushes misaligned.
01/02/2005 (2:55 am)
Scaled within the world editor I mean.When I make an arch with the arch builder it scales and the different brushes become more... jagged. It might be more a problem with QuArK than anything else though. Could be that the arch builder/bevel tool creates brushes misaligned.
#3
Basically all the brushes are seperated the way you have them. That why the edges get more pronounced when you scale. The object should be one peice after export.
hope that helps
Matt
01/02/2005 (4:24 am)
Ya you need to make sure " Don't write floating point coordinates" is NOT on. You can find it in Edit>configurations>Map>options. Basically all the brushes are seperated the way you have them. That why the edges get more pronounced when you scale. The object should be one peice after export.
hope that helps
Matt
#4
01/02/2005 (7:44 am)
Ah, thanks. That solved it.
Associate Kyle Carter