RanxeroX Posted March 12, 2010 Share Posted March 12, 2010 I'm working on a helicopter and have it imported to the game and working half-ass but I've noticed something strange... When I jump in and fire it up the game should switch the rotors to the moving versions but all it does is rotate the static ones. It should be using the blurred moving ones but isn't. There doesn't seem to be a problem with my model and parts as it's obviously not crashing the game or displaying any glitches. The static and moving parts show up in GGMM no problem as well. So I'm wondering if this could be due to a limit on the number of polys on moving parts? I had the same problem with a previous aircraft I worked on too BTW. If it's not the poly count what could the problem be? Does anyone have any advice or solution? Link to comment Share on other sites More sharing options...
JohnPro Posted April 4, 2010 Share Posted April 4, 2010 GGM is not an accurate program to conclude your model is working right. I suggest you check your part names that they are in fact correct (spelling mistakes) another thing is to check the hiearchy. Make sure its linked like the original helicopter to cancel out incorrect linking problems. Finaly make sure your moving_prop is different to static btw I never actually noticed the game using blurred rotors. Just like the vortex the blurred rotors dont get used. Link to comment Share on other sites More sharing options...
DexX Posted April 4, 2010 Share Posted April 4, 2010 For some reason, R* disabled/broke the blurred rotors on the pc version of SA. The PS2 sa is the only SA i've seen the blurred rotors work correctly. Link to comment Share on other sites More sharing options...
JohnPro Posted April 4, 2010 Share Posted April 4, 2010 For some reason, R* disabled/broke the blurred rotors on the pc version of SA. The PS2 sa is the only SA i've seen the blurred rotors work correctly. Thats what I thought. I never noticed blurred rotors in GTA SA. Maybe only for the PS2 because its specs suck so a blurred rotor would increase performance of the game its a joke I dont know why. Link to comment Share on other sites More sharing options...
RanxeroX Posted April 5, 2010 Author Share Posted April 5, 2010 For some reason, R* disabled/broke the blurred rotors on the pc version of SA. The PS2 sa is the only SA i've seen the blurred rotors work correctly. Ah, that explains it then... Knowing that the feature's broken a guy should, in future, just plug in some simple poly substitute for the blurred rotors. It would shave a few hours off the process. Too bad about the blurred ones not showing though. Adds a nice effect to the game I think. And maybe it WAS the PS2 version that put the idea into my head in the first place. Thanx for clearing that up! JohnPro: I had only mentioned GGMM as an additional reason why I thought the moving rotors should display. My model has all the correct links and hierarchy, I imitated the original's, double-checked everything so that wasn't what's wrong. Link to comment Share on other sites More sharing options...
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