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FPSC Classic Models and Media / How do FPSC entities "find the floor"?

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BMacZero
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Posted: 3rd Jun 2009 01:57
I'm refering to when you press returnkey in the editor and the entity is supposed to rest on top of whatever is below it. Does anyone know how this is done? I ask because I have several entities that tend to hover several feet above the ground when I try to use the returnkey.



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Dar13
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Posted: 3rd Jun 2009 03:28
You'd have to ask Lee. I guess it calculates how far down it can go before it hits an already placed entity or segment, and then moves it down until the distance is acceptable to be "on the floor". I'd try to edit the default height in the .fpe file.

SekoIdiootti
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Posted: 3rd Jun 2009 14:23
I'm not sure if I understand correctly, but if I know what you mean, you can right click the entity and use the Page Up, Page Down, and the arrow keys to move the entity.

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daarboven
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Posted: 3rd Jun 2009 15:28
I *think* it depends on where the entities pivot point was on creation in your 3d app.

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BMacZero
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Posted: 3rd Jun 2009 16:38
Quote: "I'd try to edit the default height in the .fpe file."

That seems like a good idea, I'll try that shortly.

Quote: "I'm not sure if I understand correctly, but if I know what you mean, you can right click the entity and use the Page Up, Page Down, and the arrow keys to move the entity."

That's true, but it's a bit of a pain, and it's nice to be able to have it get there automatically.

Quote: "I *think* it depends on where the entities pivot point was on creation in your 3d app."

That was my though - it might raycast down and then position the object wherever the raycast hit. However, I've looked at some of the stock models, which work fine, and they all have the same pivot point mine do - at the very bottom of the model, in the center.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
BMacZero
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Posted: 3rd Jun 2009 17:07
No, defaultheight didn't work. It lowered the entity under the ground when I didn't use returnkey, but returnkey seemed to override that - it was still the same distance above the ground when I used it.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Dr Parsnips
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Posted: 3rd Jun 2009 20:28 Edited at: 3rd Jun 2009 20:29
It depends on the Y axis position in your 3d app as far as I am aware. Im pretty sure that is what the problem is.


Edit: Not very clear, What i meant was the y axis position of your model.

BMacZero
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Posted: 8th Jun 2009 16:49 Edited at: 8th Jun 2009 16:54
I'm going to bump this because I still haven't managed to fix this.

@Dr. Parsnips - My models are positioned with their bases at 0 along the z-axis in Blender, and I export with the Swap Y-Z option. Their pivot points are at the origin. I may try swapping Y-Z manually.
EDIT: Nope, no dice.



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