Center a model in a square.
Center a model in a square.
I noticed that all models seem to go to one corner/side in the games square. It would be great if the model would center on that square. Is it possible to make this happen?
They do that cos the buildings are located at grid coordinates on the world map - which naturally are the "intersections" between grid lines, just like they are on a real-world map.
You can offset the models as zaroba says. In fact it's entirely possible (if a bit fiddly) to work out what the exact distances are in your 3d prog and do it there, so you have more control. For some reason the move commands in the model converter use a completely different scale to the old ATU units and the current measurement in feet - I can't work out wot the feck they're doing. If you use Max I can tell you what the size of a tile is, otherwise.. make a tile-sized model using the converter, export it to 3ds, import it into your 3d prog, and measure it to find out how many units your 3d prog thinks a tile is (for a given landscale setting).
However, moving the model might have adverse affects on collisions and building access, I'm not sure... I don't know if the game uses the "grid coordinate" or the model bounding box to detect player access and collisions.
f
You can offset the models as zaroba says. In fact it's entirely possible (if a bit fiddly) to work out what the exact distances are in your 3d prog and do it there, so you have more control. For some reason the move commands in the model converter use a completely different scale to the old ATU units and the current measurement in feet - I can't work out wot the feck they're doing. If you use Max I can tell you what the size of a tile is, otherwise.. make a tile-sized model using the converter, export it to 3ds, import it into your 3d prog, and measure it to find out how many units your 3d prog thinks a tile is (for a given landscale setting).
However, moving the model might have adverse affects on collisions and building access, I'm not sure... I don't know if the game uses the "grid coordinate" or the model bounding box to detect player access and collisions.
f
access uses the grid coordinates to the best of my knowledge.
demonstrated by the old, odd hugely offset and hugly oversized ore mine that used to be on biplane world and is now on planitia.
the buildings used to be in the center of tiles, but that also made oddities when it came to spacing. since the buildings would appear closer when built north or west of each other then if built south or east of each other.
rotateing the buildings would also be a problem with offset buildings. since the models will rotate around the spot where they are placed on the grid.
demonstrated by the old, odd hugely offset and hugly oversized ore mine that used to be on biplane world and is now on planitia.
the buildings used to be in the center of tiles, but that also made oddities when it came to spacing. since the buildings would appear closer when built north or west of each other then if built south or east of each other.
rotateing the buildings would also be a problem with offset buildings. since the models will rotate around the spot where they are placed on the grid.