Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
adjustingmodmassweightandcollisionbox [2016/10/15 20:51]
robbie
adjustingmodmassweightandcollisionbox [2016/10/22 15:06]
robbie
Line 49: Line 49:
  
 Note below: the Mass of this mod is 5.72449 (metric tonnes) Note below: the Mass of this mod is 5.72449 (metric tonnes)
-[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_0.jpeg]]+[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_0.jpeg|Fig:1]]\\
  
 Technically,​ this figure is determined by the size of the collision box. Technically,​ this figure is determined by the size of the collision box.
Line 56: Line 56:
  
 The fudge factor parameter is the Density attribute as below in this case 0.1 The fudge factor parameter is the Density attribute as below in this case 0.1
-[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_1.jpeg]]+[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_1.jpeg|Fig:2]]\\
  
 You can increase or decrease the weight of a Mod by inputting different numbers into the Density box. You can increase or decrease the weight of a Mod by inputting different numbers into the Density box.
  
 Below, we have changed the Density to 0.15 and the Mass has risen to 8.58422 Metric tonnes. Below, we have changed the Density to 0.15 and the Mass has risen to 8.58422 Metric tonnes.
-[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_2.jpeg]]+[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_2.jpeg|Fig3]]\\
  
 Obviously inputting a smaller number will decrease the Mass of a Mod. Obviously inputting a smaller number will decrease the Mass of a Mod.
Line 117: Line 117:
  
 See below the original Collision Box after splitting the mod off it. See below the original Collision Box after splitting the mod off it.
-[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_3.jpeg]]+[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_3.jpeg|Fig:4]]\\
  
 It was so high it would not collide with the default fuel trigger on the default map... It was so high it would not collide with the default fuel trigger on the default map...
Line 124: Line 124:
  
 I made a new one 7 metres long by 3 metres wide and 4 metres high, when used instead of the original, the mod could be refuelled... I made a new one 7 metres long by 3 metres wide and 4 metres high, when used instead of the original, the mod could be refuelled...
-[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_4.jpeg]]+[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_33_54_4.jpeg|Fig:5]]\\
  
 If you need to make a new Collision Box for a mod, then make sure you adjust the axis centre to be the same as the one you are replacing. ​ If you need to make a new Collision Box for a mod, then make sure you adjust the axis centre to be the same as the one you are replacing. ​
Line 144: Line 144:
  
 You might think that a tractor Collision Box would look like this: You might think that a tractor Collision Box would look like this:
-[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_39_26_0.jpeg]]+[[http://​img-eu1.fs-uk.com/​84448_23_11_12_2_39_26_0.jpeg|Fig:6]]\\
  
 This Collision Box has 22 triangles. This Collision Box has 22 triangles.
Line 160: Line 160:
 Original Author: **sandgroper** | Date: **November 23, 2012** Original Author: **sandgroper** | Date: **November 23, 2012**
         ​         ​
-[[modding_tutorials|Modding Index]] | [[vehicle_modding|Vehicle Tutorials]]+[[modding_tutorials|Modding Index]] | [[vehicle_modding|Vehicle Tutorials]]\\ 
 + 
 +{{:​fsukwiki.png?​nolink&​200 |}}