Hello, is there a way to place pivot point in center of object in OpenBRF?
I'm working on new scene props for my Crimean War mod, fortifications in that time were made of gabions and sandbags, so mesh of fortification has many polygons, so I need many LODs for that mesh. But when I import mesh into OpenBRF, it's pivot point (point, around which object rotates) is somehow very far away from the mesh. Levels of distance are calculated from pivot point, so in game player sees only LOD, when standing near the object.
If I understand it right, I must place my object in zero coordinates first, and only then exporting, but mesh I'm exporting is a part of big fortification, so I'll need to place in zero coordinates each smaller part of it (I divided that big fortification into smaller parts, so I can make LODs for each part, to lower CPU load), which is not conveniently. So I wonder, maybe in OpenBRF there is an option to place object in zero coordinates or to place pivot point into the center of object?
I'm working on new scene props for my Crimean War mod, fortifications in that time were made of gabions and sandbags, so mesh of fortification has many polygons, so I need many LODs for that mesh. But when I import mesh into OpenBRF, it's pivot point (point, around which object rotates) is somehow very far away from the mesh. Levels of distance are calculated from pivot point, so in game player sees only LOD, when standing near the object.
If I understand it right, I must place my object in zero coordinates first, and only then exporting, but mesh I'm exporting is a part of big fortification, so I'll need to place in zero coordinates each smaller part of it (I divided that big fortification into smaller parts, so I can make LODs for each part, to lower CPU load), which is not conveniently. So I wonder, maybe in OpenBRF there is an option to place object in zero coordinates or to place pivot point into the center of object?