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Making Foliage/Objects Non-Grid Conformable
A few of you have asked about this, so I have worked it out for you. Open up the main ai xml, and look for the placement information. It should look something like this:
<ZTPlacementData waterPlacement="false" autoFootprint="false" icon3Doffset="0 -0.089795 0.316138" icon3Dscale="0.1">
</ZTPlacementData>
What you need to do is split the PlacementData
in half, so it looks more like this:
<ZTPlacementData waterPlacement="false" autoFootprint="false">
</ZTPlacementData>
<ZTPlacementData icon3Doffset="0 -0.089795 0.316138" icon3Dscale="0.1">
</ZTPlacementData>
The water placement and footprint data must be in one set, and the icon3D
data must be in the other. This confuses the game’s footprint data and makes it free from snapping to the grid. Keep the icon3D
numbers the same as for your base object, otherwise you will have a huge/tiny object in the preview window for your object. This works for foliage and scenery objects.
Published by ShenTirag
on 28 Aug 2007