Realspace wrote: ↑Mon, 19. Feb 24, 13:00
Hope is not remapping the mesh. Working those meshes in blender is a nightmare.
The pathing probably doesn't need adjustment, seeing as the asteroid and I was a fair distance above the '0' terminator, but then again so were the Xenon.
Unfortunately, making the object double-sided with a 3D program is what it entails. Usually, it just involves ticking a box once the mesh has been opened in Blender or Maya and then resave. With the way this game was constructed however, with the obsolete proprietary programs they used making it, and having to jump through hoops just to get to the stage where Blender or Maya will recognize it as a mesh, I understand 'nightmare'.
With a few games I've been able to bypass that by making or alter an existing .txt file to include a cull mode with the objects position, rotation, scale etc. but the game would first have to understand what a cull is. I'm not sure this one does. I really don't know this game well, but if it's possible it would be inserted in the same area as the metalness/glossiness multipliers and glow intensity settings.
...also would you happen to know which cluster.xml would need to be adjusted or which ones have the large asteroids in them? I really don't mind NPC ships going flat out and pancaking into an asteroid, it would seem fitting with the general IQ of the population of the X universe, seeing as they do so many stupid things already.