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Difference between revisions of "VoxelBarrelScale"

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Specifies a multiplier to this building's barrel [[voxel]] model bounds. This increases or decreases the size of the barrel.
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Specifies a scale multiplier to this building's barrel [[voxel]] model. This increases or decreases the size of the barrel.
  
Note that modifying the bounds only changes the size of the model "canvas", not the size of individual voxels. If a scale larger than 1 is used, gaps are introduced between individual voxels, producing holes and distorted colors in the in-game barrel graphics.
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== Notes ==
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[[File:VoxelBarrelScaleBeyond1.gif|thumb|{{PAGENAME}} > 1.0]] Note that {{tt|1.0}} is the maximum for individual voxels. Using values higher than {{tt|1.0}} does not increase the size of the voxels, but it continues to spread them apart, causing gaps to appear between the individual voxels. It also causes some sort of memory corruption, with distorted colors appearing in the in-game barrel graphics.
  
 
== See Also ==
 
== See Also ==

Latest revision as of 14:56, 20 November 2023

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: VoxelBarrelScale
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 1.0
Applicable to: BuildingTypes


Specifies a scale multiplier to this building's barrel voxel model. This increases or decreases the size of the barrel.

Notes

VoxelBarrelScale > 1.0
Note that 1.0 is the maximum for individual voxels. Using values higher than 1.0 does not increase the size of the voxels, but it continues to spread them apart, causing gaps to appear between the individual voxels. It also causes some sort of memory corruption, with distorted colors appearing in the in-game barrel graphics.

See Also