glurbman
(Don)
January 9, 2017, 1:19am
#1
The current size limit of 0.2 is seriously annoying ; Most small weapon models rely on very flat parts
but Roblox’s current mesh part size limits makes those impossible
Also iam aware that this topic got already mentioned but i just reminder about its importance .
9 Likes
wravager
(wravager)
January 9, 2017, 1:26am
#2
Mesh collisions are basically the same as Union collisions. They can be scaled but why can’t mesh
1 Like
wravager
(wravager)
January 9, 2017, 1:36am
#5
The workaround is garbage. SpecialMesh don’t have material support
2 Likes
But you can always apply textures that resemble roblox materials
wravager
(wravager)
January 9, 2017, 1:42am
#7
but then they dont have normal maps or neon
1 Like
wravager
(wravager)
January 9, 2017, 1:44am
#9
not good enough, no neon = no glowing camos
2 Likes
ScriptOn
(Genya)
January 9, 2017, 3:45am
#12
[details=Well… There are ways to make both neon work on meshes + make meshes under 0.2 studs.]
[/details]
I still really want the size restriction to be removed, though. Working around it is annoying.
1 Like
wravager
(wravager)
January 9, 2017, 3:47am
#13
If you size them then make them mesh they will be <.2 but then you have to work w/ smaller parts and can’t resize them after that.
ScriptOn
(Genya)
January 9, 2017, 3:48am
#14
I thought roblox patched that, which is why PF no longer has proper Material support for camos.
1 Like
wravager
(wravager)
January 9, 2017, 4:29am
#15
They just don’t know how to export right then
2 Likes
Seranok
(Seranok)
January 10, 2017, 11:40pm
#16
We’re looking into the possibility of lowering the limit below 0.2 but no promises.
5 Likes
EchoReaper
(EchoReaper)
January 10, 2017, 11:56pm
#17
Do unions not use the exact same physics as MeshParts? Why does one have a limit while the other one doesn’t?
1 Like
system
(system)
Closed
October 25, 2022, 8:30pm
#18
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