Unit scaling issue after SDK update

KrumStrashni

Warlord
Joined
Jan 27, 2011
Messages
193
Hi,
Seems the "scale" indicator in the Unit_Bins artdef no longer affects the assets in the game.
Has anyone encountered this? Or have you found a solution?
@Wolfdog
 
at least i can tell you that The scale setting in the units.artdef still has an effect ingame.
 
The only work around I have found is to recreate the entry for the cultural group or civilization in the units.artdef. It is a pain because you have to double up on your work but it will work. The only other way is to scale the *.gfx in blender or CivNexus6.
 
The only work around I have found is to recreate the entry for the cultural group or civilization in the units.artdef. It is a pain because you have to double up on your work but it will work. The only other way is to scale the *.gfx in blender or CivNexus6.
Yep, I will do it via the units.artdef
 
Actually, scaling works for single assets...but not for ported vehicles...This is my empiric observation.
 
As far as I know scaling in Unit_Bins.artdef didn't work before the update either - only scaling in Units.artdef has ever worked.
 
As far as I know scaling in Unit_Bins.artdef didn't work before the update either - only scaling in Units.artdef has ever worked.
Assets like shields and weapons definitely scale in the bins. There is visible difference between, say, 0.5 and 1.5.
 
Assets like shields and weapons definitely scale in the bins. There is visible difference between, say, 0.5 and 1.5.

Perhaps un-animated/unrigged assets like shields and weapons behave differently to armors and bodies etc.
 
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