I thought about this too and it was also the coffee table that inspired me, that and the "semi tech crate" (the big one you can walk through)Ogrish wrote:Could we have a phmo viewer/editer that just edits box shapes, size and translations.
as for ideas, it is possible to alter the bsp collision (bullet) I've done it, I'm going to try recreate Troys bsp collision point mode experiment but will only care if bullet collision works, if that can be proved perhaps auto calculate for planes could be revisited, I understand you can edit/ import a visual mesh I don't know which bit of the bsp tag this is,
So no more [coll] boxes to deal with,
now the tricky bit to explain, I remember E73RN4L had a concept mod where something like a warthog's destroyed wheels where scaled to different sizes even though they came from only one tag or maybe it was just the tire garbage because it was on zanzibar ( I hope it wasn't just random "from and to" scaling) I'll have to search the forums cos I'm sure it was here, (oh shit he was banned ages ago and his posts deleted)
anywho If the above is possible you'd only need 1 phmo for a cube, one for a sphere and a couple more for triangles & rectangles. And of course a HUGE crates chunk count
I'm sure this^ is wrong, but I'm thinking out loud, we need Triangle phmo, and a gun that uses forces to slowly fire a spawned scaled down gravitly free odd ball to test phmo ( does it, disappear into the mesh?)
Sorry I'm tired and chatting shit
*edit* perhaps not total shit. The sbsp crates, machines and scenery placements has a scale float, the bsp viewer shows normal sized crates but the bsp viewer doesn't account for scale , it's 2am far too late to boot up the xbox to try, does this scale option work this way?