ebmar 893 Posted January 21, 2019 (edited) Greetings, fellow Jedi! Wish you all the best of time. I am here to ask; Is 'Rescale World Units' not available on gmax v1.2 [yes, the ancient ones]? Because the 'More...' button under the 'Utilities' tab is greyed out and inaccessible. If indeed it's not available, Is there any workaround? I am about to attempt on re-scaling a model/s using this post as a reference. Many thanks for considering this. Edited January 21, 2019 by ebmar Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted January 21, 2019 Your only option with GMax is doing it via scripting. I had a quick look around but couldn't see anything. I know that the Dragon Age Origins I/O script had some sort of function that could replicate the World Units thing, although I am unsure if it worked in the GMax version. It's probably the sort of thing that would be nice for @bead-v to add to KMax, if he ever returns from the Unknown Regions. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted January 21, 2019 2 minutes ago, DarthParametric said: I had a quick look around but couldn't see anything. Thank you for the effort! Very much appreciated. Quote Your only option with GMax is doing it via scripting. More likely, as I was experimenting with the 'Scale Wizard' feature of K-max which I was assuming that it work in similar way with RWU and well; it look promising at first, the program does processing the entered scale but resulting in this error message: I was excited with the possibility before that message came out, lol. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted January 21, 2019 That could be something leftover from NWMax. Quote Share this post Link to post Share on other sites
bead-v 251 Posted January 21, 2019 The scale wizard was meant for exactly this purpose apparently. I don't have the time to get into this properly, but I did make a quickfix which should make it usable. Hopefully that helps you out, @ebmar. You put these into "gmax\scripts\KOTORmax\kotormax_scripts", overwrite the old ones and reload gmax. The script will probably encounter problems if there are more objects with the same name in the selection. kotormax_scale_fix_20190121.zip 1 Quote Share this post Link to post Share on other sites
Malkior 476 Posted January 21, 2019 IIRC, MDLEdit has a feature that allows you to scale model size. I used it to change the size of the fire emitter a little while ago. Quote Share this post Link to post Share on other sites
ebmar 893 Posted January 21, 2019 (edited) 1 hour ago, bead-v said: I don't have the time to get into this properly, but I did make a quickfix which should make it usable. Hopefully that helps you out... Awesome! Thank you so much bead-v for lending your time and expertise on making the fix. Very- very much appreciated. I will look into testing the new script. Quote You put these into "gmax\scripts\KOTORmax\kotormax_scripts", overwrite the old ones and reload gmax. The script will probably encounter problems if there are more objects with the same name in the selection. Got it! Edit: 55 minutes ago, Malkior said: IIRC, MDLEdit has a feature that allows you to scale model size. I used it to change the size of the fire emitter a little while ago. I didn't know that. Later I experimented with scaling the model using its ASCII by enlarging the value of 'scale' and 'setanimationscale' to a respective value, with few editing to appearance.2da. Well, the model does loaded [with no change applied apparently] and the creature moving normally, but there was some geometry issues which I decided to not using the binary afterwards. Update: The script and the compiled binary works, @bead-v! Again, can't say enough thanks to you; but this should work... Edited January 21, 2019 by ebmar 1 Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted January 21, 2019 Larger Rakghouls? I lika dis. Quote Share this post Link to post Share on other sites