Problem with instanced geometry
So, I am working on an H2V map and I'm trying to light it with these instanced geometry light fixtures I modeled. So far they have worked fine, but after adding a new type of light fixture this is what happened:
It should be like this (3ds max render):
As you can see it seems to be radomly welding verticies together. To give some kind of scale, the post that intersects the ground is 1 unit x by 1 unit. There are roughly 60 of those in the map, and they cast light fine, but I'm hoping they can look more pretty ingame. Help?
Re: Problem with instanced geometry
Try the "Reset Xform" button on the last tab on the right. Make sure your object is selected before doing this.
Reexport, and check.
Re: Problem with instanced geometry
Ok, I reset the xform and exported, I got this in tool when I tried to compile:
"scenarios/multi/glass_horizons/glass_horizons is larger than 20 meg, which exceeded the engine limitations"
So, I guess I have to much instanced geometry in the map. What does reseting the xform do?
Re: Problem with instanced geometry
Hmm, i'm on ~61Mb with my map now but i use scenery instead of inst.geom. hoping i can make collision geometry one day for it... or simply release it without scenery-CGs :P
Re: Problem with instanced geometry
Well I deleted all the xform tabs on each instaced geometry, and the map will compile now, but the whole deformation of the models is back again....
Re: Problem with instanced geometry
I had the same thing happen. Make a box, convert it to mesh, then attach to instance geometry object to the box. Rename the box to your instance geometry name, and relink to frame if it removes the link.