From Golan:
"The Geometry defines an object's shape for collision detection. Basically, every object can have up to three different "shapes":
The first is the model, which defines the shape that is displayed to the players - this is purely cosmetic.
The second one is the OBBox or Selection box (which is, like bones, stored in a W3X file and thus usually linked to a model) - this defines where a unit can be selected. While it usually appears that one has to click on the Model to select a unit, technically you have to click the (invisible) OBBox.
The third one is the Geometry, which is the only one purely defined in the XMLs. The <Shape/> elements define an object's size for the purpose of collision - for example, this defines how close objects can be to each other and when a projectile actually hits the object. The <ContactPoint/> elements can be used to force attacking units to target specific locations on the object.
As a general rule, the OBBox and Geometry should roughly match the model while not being too complicated."
"Max should also use the regular X-Y-Z norm in that Z is height. Otherwise, you might have changed some settings. You can take the offset directly from Max' coordinates.
MajorRadius and MinorRadius define the radius in X (major) and Y (minor) direction, thus allowing you to form basic ellipses. This also applies to the Box shape, which uses Radius in the meaning of 1/2 edge length. For example, a box with MajorRadius=4, MinorRadius=6, Height=5 would have the the size of 8x12x5 (XxYxZ). " _________________
I get how to get the measurements of those boxes individually, but how to properly fill in the shape in the xml for 2 different boxes of same object? See screenshot.
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