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Author Topic: About Spawners...And Floating trees?  (Read 563 times)
Architex
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« on: May 01, 2009, 12:17:00 AM »

Well, Ive been fooling around with this spawners feature, and my palm trees are floating in the air.  Does anybody have this problem?  Cant seem to find a work around.  I saw the template ( basic mp ), and the palm trees in that one seem to align to the ground just fine.
« Last Edit: May 01, 2009, 12:44:28 AM by Architex » Logged
pixel_legolas
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« Reply #1 on: May 01, 2009, 07:39:37 AM »

weird i just placed out some bushes and they all are on ground even up on a hill
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gekido
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« Reply #2 on: May 04, 2009, 07:08:49 AM »

The spawned objects are placed relative to the objects local 0,0,0 axis - if your objects are appearing 'in the air', then they aren't centered properly in the modeling package.
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Architex
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« Reply #3 on: May 07, 2009, 12:47:35 PM »

Ohhhhh, I didnt think of that, thanks
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Architex
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« Reply #4 on: May 07, 2009, 01:18:52 PM »

Ohhhh, here's a little update for everybody, since I'm on here.  This includes something some people might know about or might not, decided to post it on here just in case if somebody has the same problem.  Recently I almost completely gave up on my little project here, but just sat down to look things over.  Shortly after using Gamecore last time, I was unable to open my project because of an error:

Object::LoadObject - unrecognized option -

Followed by an Access Violation error.  I finally found out how this was happening.  By using the spawner function I had it using an OPR file ( where you add what file to spawn on the terrain ) as opposed to an actual model file ( 3ds ).    By fixing the problem I simple switched it to a 3ds file and everything is back to the norm.  So I'm back on track.   Grin

( BTW Gekido, thanks, you were right on the money with those palm tree alignments )
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gekido
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« Reply #5 on: May 19, 2009, 03:01:04 PM »

You can use OPR files for spawners, there's no reason why you shouldn't be able to - there must have been something strange going on in the OPR file itself.

What I tend to do is have an 'inventory' world that contains all of my spawner objects (trees / grass etc), as well as the characters, weapons and any other 'spawned' items that I load dynamically from scripts. 

The inventory world is where I modify / tweak the spawned objects - and then they are loaded as necessary in the other worlds (and when I run the game).  For example, I have palm tree models spawned on my terrain (among other things) - in my inventory world, I have the palm tree's loaded and setup with custom collision objects etc - but in the main terrain world they aren't editable (as they are just spawners).
« Last Edit: May 19, 2009, 03:03:30 PM by gekido » Logged
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