So materials/textures now work on MeshParts, but how about SpecialMeshes?

Are there any plans? Can we please have support? My only reason is because you guys don’t let us scale MeshParts under 0.2 studs and I need that for certain gun parts.

If not, can we please have the ability to scale MeshParts under 0.2 studs?

Here is an example: I want it on this sight but two of the axis are smaller than 0.2 studs when downscaled to proper size. The result is ugly stretching if I want it to work. Here is the upscaled version.

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I really thought materials for special meshes would come out along with this update

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Unions (use same physics as MeshParts) can be scaled < 0.2
Meshes can be scaled < 0.2

I don’t see a reason why MeshParts shouldn’t be able to be scaled < 0.2. MeshParts and Meshes are also virtually the same thing, so Meshes should have material support as well. I’m in favor of both of the things you suggested being implemented.

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So apparently this was updated earlier today: MeshParts can now be scaled under 0.2 x 0.2 x 0.2 studs. :grinning:

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I was like 0.1 seconds away from posting this.

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I hate to revive this, but why is this still not a thing? Especially for large background objects and performance-wise, SpecialMeshes are still useful, it’s not like MeshParts replaced them entirely. Is anything going on with this or has it been forgotten? I guess another way would be if they enabled scaling and offset as they are in the SpecialMesh properties.

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Another late revival of this thread but I have come up with yet another need for this feature.

Right now, MeshPart.MeshId is not mutable. Part of my game wishes to employ the ability to use custom meshes for content that users can create. The vast majority of these meshes rely on the use of materials for proper display, and given the current limitations of the SpecialMesh class, this has been rendered completely impossible unless I were to go out and buy every available mesh so that it’s in my inventory (and by extension, so that I can use the InsertService to load the MeshPart).

I would propose making MeshPart.MeshId mutable (And I was about to), but I ultimately decided that the implications for that feature are far too great for the use case I have here (e.g. the implementation of dynamic collision data). All I need is a way to change rendered meshes on the fly, and be able to change how they render with materials.

This behavior is less than desirable and this part of my workflow would be made orders of magnitude better for both myself and my playerbase if this were implemented. Being stuck with plastic for every mesh is not good at all.

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