G'day folks,
Time to pick someone's brain again. I'm looking at you Zappa. lol Sorry mate.
Although anyone with the answer is more than welcome to reply.
Background / Insight:
I've edited the default BMWbike for a non-period correct map.
I've removed the side car and made four motorcycle variants including two "choppers" with extended forks.
If anyone has taken a look at the BMWbike in a 3D modeller they would notice that all parts are made of a mismatch of every other part.
It's a real mess to say the least.
So I cut away what didn't belong to each part.
For example the rear tyre was made of 5 other bike parts including half of the handlebars, part of one seat, 2 separate parts of the rear fender, and a portion of the rear wheel. Or something like that.
The whole bike is like that.
I went through all parts separating them from what doesn't belong then attached the respective pieces together, before reassembling the bike.
This was for two reasons, to be able to customize the bikes and to separate glossy parts from non-glossy parts (tyres and seat) using two shaders and two textures.
Now that has left me with a lot of bound box center points, for lack of a better name, on each bike model.
They still work in game and they look pretty amazing with mirror finish chrome and glass like paint jobs, but it's a bit messy behind the scenes and I'd like to learn how to fix it.
Some time ago I removed the wooden tray / bed from the Opel truck which made the truck cab & chassis hover some 80+ units above ground (in game).
The issue:
All of the bike variants sit well until I change angle direction (90° or 270°) in the entity window. Then they appear somewhat higher in game, about 32 units above the ground.
In Radiant I have to pull them down half a wheel height so they look as though they're bogged to the axles.
They sometimes face 180° off the angle they were set at and I've recently had one jittering up and down when walking around it in game.
I deleted that bike and replaced it again only for the next bike to carry-on in the same manner after the next compile.
They're all happy to sit motionless in place now, only if they are half buried into the ground.
I am sure this has to do with the multiple bound boxes of each model due to the bike rebuilds but I don't know how to edit them without losing parts of the model.
I am so close to releasing the map, this is the final tweak, so I haven't started to learn Blender yet as I'm almost done by using LightRay3D.
Help resolving this issue would be greatly appreciated. Thank you.