MeshParts don't scale under 0.2 studs

You miss understood me. I spent like half the thread explaining why that’s not a viable option.

Not sure we can tell what you mean. What’s wrong with using SpecialMesh.Scale?

It’s independent of BrickSize (unlike MeshParts) which means I have to go in and scale it myself.

Boohoo? You can use math to determine how much it should be scaled:

scale = newoverallsize/originaloverallsize
2 Likes

Don’t you already have to scale meshparts? Blender imports are really huge due to blender’s exporter iirc

I can use math or they can just unlock the 0.2 scale. No need to be an ass about it.

He’s probably referring to the over-dramatic “I’ve literally had to stop all dev”, so it’s well warranted.

1 Like

I’m not sure why it’s limited (but there probably is a reason) but even if it was unlocked you wouldn’t see the update for two weeks. It’s probably going to be quicker to use SpecialMeshes

1 Like

They said once that it was limited because physics get too weird below 0.2 studs.

If physics are the only problem, it seems like a more helpful behavior than not allowing any small parts would be to just disable collisions for parts under a certain size.

1 Like

or rounding physics to 0.2. Not like it’d be possible to tell the difference.

1 Like

I don’t see anything wrong with this. You’d be surprised at how little is handed to you in game development. If you stopped development every time you came across a small problem, you would never complete anything. Problem-solving something like this is simple.

2 Likes

Indeed it is! Just check that little box that lets us scale them down and the problem is solved.

Also I’m quite aware of problem solving. I’ve made 48-union articulated rigs run with 58 players at 60fps even when you told me it couldn’t be done.

1 Like

oh, and size limit can always be defeated by saving as a .rbxlx or .rbxmx and changing the numbers in a text editor. I might try to carve out some time this weekend to make a tool for that.

MeshPart->SpecialMesh conversion is impossible to automate in Studio. It’s definitely not something you want to do by hand, either

1 Like

Comedy gold.

I never told you it couldn’t be done. Your users aren’t getting 60 FPS though; last I heard, most were averaging 15.

Regardless, there’s not really a little checkbox for this, and even if there was, it wouldn’t be touched. The size limit exists to prevent small accidents from really breaking things with physics.

When I ask in game all but 4 people have replied with 55+

And they did it with unions

I feel like its going to be pointless to argue over a number like this. Until you set up analytics (rather than using chat) and test this with hundreds of different machines (users), even if you have an average it won’t be worth much. I’d expect your paid pre-alpha testers to have higher-tier machines as well.

There are plenty of google analytics modules out there, have one report average framerates. If you want to be really fancy you could make it show the average framerate per graphics level. After gathering these stats you can optimize your game for the most amount of people!

3 Likes

Wow cool idea.

I actually have barely optimized at all. So far I’ve just been working on functionality and getting it all to work together.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.