• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • 💡 We're thrilled to announce that our upcoming texturing contest is in the works, and we're eager to hear your suggestions! Please take this opportunity to share your ideas in this theme discussion thread for the Texturing Contest #34!
  • 🏆 Hive's 7th HD Modeling Contest: Icecrown Creature is now open! The frozen wastes of Icecrown are home to some of Azeroth’s most terrifying and resilient creatures. For this contest, your challenge is to design and model a HD 3D monster that embodies the cold, undead, and sinister essence of Icecrown! 📅 Submissions close on April 13, 2025. Don't miss this opportunity to let your creativity shine! Enter now and show us your frozen masterpiece! 🔗 Click here to enter!

Quick question.

Status
Not open for further replies.
you need to change the maximum extent, either with magos (there is even a calculate extents button, though it does only work partly) or via .mdl editing...

the savest way would be to add a big sphere or whatever which is even bigger as the model itself and tick "Collision Object" in the User Property Editor...

Sometimes the extents are getting fucked up which is why you could try to duplicate the former box, untick the collision thingy on the new one and export and then delete it via magos
 
you need to change the maximum extent, either with magos (there is even a calculate extents button, though it does only work partly) or via .mdl editing...

the savest way would be to add a big sphere or whatever which is even bigger as the model itself and tick "Collision Object" in the User Property Editor...

Sometimes the extents are getting fucked up which is why you could try to duplicate the former box, untick the collision thingy on the new one and export and then delete it via magos

that would make his model a pain in the arse to place in the editor. But could work.

But collision shapes have nothing to do with it, all they do is help the system detect collisions of missiles or units.
 
Level 31
Joined
Feb 23, 2008
Messages
1,711
yeah, let's say the object would be selectable everywhere.

Oh I forgot to tell you, it would be a doodad lol. Selection makes no difference.

I Just want to be able to see it even if the center of the model is not on screen. For instance, If I were to add alpha to all of the ground terrain then add a giant planet model below, unless I see the very center, none of the model would be visible. lol

EDIT: K, I took the 'rifleman' and went to it's 'model properties' in magos. There, I raised the maximum extent to 1000000 (I also tried 10000 and 100000) and it's minimum to 0. (For all axises.)

Didn't work.
 
Last edited:
yeah, let's say the object would be selectable everywhere.
No to select a model you must imperatively track over a mesh that is inside extents if a part of the mesh is outside extents then it won't be trackable but If extents are much larger than the model it won't do anything but making the engine calculating the model as if it was still on screen.

Oh I forgot to tell you, it would be a doodad lol. Selection makes no difference.

I Just want to be able to see it even if the center of the model is not on screen. For instance, If I were to add alpha to all of the ground terrain then add a giant planet model below, unless I see the very center, none of the model would be visible. lol

EDIT: K, I took the 'rifleman' and went to it's 'model properties' in magos. There, I raised the maximum extent to 1000000 (I also tried 10000 and 100000) and it's minimum to 0. (For all axises.)

Didn't work.
You must enter a (large in that case) negative value to minimum extent.
 
No to select a model you must imperatively track over a mesh that is inside extents if a part of the mesh is outside extents then it won't be trackable but If extents are much larger than the model it won't do anything but making the engine calculating the model as if it was still on screen.

Sorry man but that is as false as pigs fly. The idea of using extents to control selection is so that the games doesn't have to compute hit tests, because computing hit-tests for concave meshes is a process that takes quite a lot and it's not practicle for an RTS.The game actually checks if you clicked inside the boxes created by the extents and if you did, it looks for the neardest hit according to screen-deph. However, meshes have their own extents but if he wants to make that effect through extents, he must edit both Animsation and geometry extents.

The only way that perhaps could work with extents is if he makes Z coordinate of extents in both min and max, 0.0. This will make any overlapping dooded have a higher priority of selection than the terrain model.
 
Level 31
Joined
Feb 23, 2008
Messages
1,711
Giving it a second thought, no method you use will work. The reason is because: wc3 only loads the model once it's object center is revealed in fog. You could try it with a corrupt model of large proportions, until you reveal where the unit/dooded is located, wc3 won't load the model.

So, in other words, nothing I do will work. Unless, of course, I did something illegal. lol.

Ah well. So much for my massive real time space model.
 
Status
Not open for further replies.
Top