Fdev, please match bounding boxes to art assets

As per title

1EQpRA5.jpg
 
I'm normally pretty good at parsing minimal-information posts, but this one confounds me. Care to explain to an old guy?

Most buildings and structures in elite are much larger 3d "physical" objects than they are visually,

that is why my srv appears to be "floating" because the wheels are tracking the physical "bounding box" while the art asset is a few feet smaller

In the image my srv is parked with the handbrake on
 
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I'm normally pretty good at parsing minimal-information posts, but this one confounds me. Care to explain to an old guy?

Games usually have two different 3d meshes for objects: one high resolution mesh used for displaying said object and another used for collisions (between objects, weapons fire etc..), usually much simpler (calculating collisions between complex shapes is computationally intensive, sometimes you can even get away with a simple box or a sphere).
On top of that the collision meshes used in ED also tend to be much bigger than the objects themselves, which helps with the fact a lot of the models and textures in the game are not very high resolution and don't look too good when viewed up close (with a few exception like ground textures which are expected to often be viewed from a short distance, in the SRV). This can lead to a mismatch in what you see and what you can interact with: the SRV in the OP is suppposedly sitting on that sloped surface, but the collision mesh doesn't align with it properly.
 
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