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FPSC Classic Models and Media / Segments become hollow when re-scaled. Can this be avoided?

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earth prime
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Posted: 5th Jul 2005 06:33
When i increase the scale of segments, they become hollow, allowing the player to pass through them. Can this be avoided in any way?
uman
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Posted: 6th Jul 2005 10:42 Edited at: 6th Jul 2005 10:45
What kind of segments are you talking about?

All default wall, room and corridor segments are based on a single tile size (cube). Prefabs themselves are made up from these.

Breaking the rules and trying to scale the default segments up - over and above the standard tile size via their script could have unpredictable results.

If you want a particular size or shape object - even wall like objects and dont want to place one above the other in cases where they could be one and a half tiles high say, then make entities for them. Thus far as I am aware in my experience entities can be of any size without resulting in any unusual behavioural charateristics.

earth prime
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Posted: 6th Jul 2005 22:00
I have a model of a house, though when I re-scale it to a life sized house, as both an entity and a segment, it becomes holo. How are you doing it? Is there a program where I can break my models down into little models (which combined make up my model), so that it retains the 1 cube property?
xFlux
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Posted: 16th Jul 2005 20:28
Depending on what program your using, you may want to add an edge to the house. I don't know the vertices or faces on your house, but adding an extra casing around it can help.

In 3D Studio Max this can he accomplished my a modifer called "shell"

It takes 20 beers and 1 wedding to realize you just made a mistake.

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