Maybe not Inf related, but I respect the information from this site more so than any others.
So, as I have biatched before...
What's up with the engine and it's larger than life scale (or should I say way too smalle scale)?
When I build static brushes in MAX (at real world scale), like door trim, tables, cars, etc., they import into the engine 2.5 times smaller than they should, either that or the player models settings are way bigger than before. I'm talking about both the game related engine and the Unreal Runtime that is open to the public for non game related visualization use. Know what I mean? Why are we having to increase the drawscale for all of our static meshes, far more than it was in UT?
AH? You bring stuff in all the time, you have got to know what I'm talking about. Anyone?
So, as I have biatched before...
What's up with the engine and it's larger than life scale (or should I say way too smalle scale)?
When I build static brushes in MAX (at real world scale), like door trim, tables, cars, etc., they import into the engine 2.5 times smaller than they should, either that or the player models settings are way bigger than before. I'm talking about both the game related engine and the Unreal Runtime that is open to the public for non game related visualization use. Know what I mean? Why are we having to increase the drawscale for all of our static meshes, far more than it was in UT?
AH? You bring stuff in all the time, you have got to know what I'm talking about. Anyone?