Quest NPCs spawned in dungeons can be more or less badly buried in the ground:
fixed in 2016 by AlignBillboardToBase(), is doing a come back because that function is not called for billboards added dynamically by quests; Clicking on "Align to Surface" button in the editor fixes the issue.
(or dungeons explicitly excluded?)
My guess is that this issue, that has been otherwise [0.10.25] Dungeon spawned quest NPCs half buried in the ground [RESOLVED 0.14]
- pango
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[0.10.25] Dungeon spawned quest NPCs half buried in the ground [RESOLVED 0.14]
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- Interkarma
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Re: [0.10.25] Dungeon spawned quest NPCs half buried in the ground
That's setting the origin point. Sprites in dungeons have a different origin point relative to stored coordinates than sprites in exterior world. That conditional is just for initial placement.
NPCs should be aligned to base using their size & scale data. Will need to look into why this doesn't happen for NPCs placed in dungeons by quests.
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Re: [0.10.25] Dungeon spawned quest NPCs half buried in the ground
Okay, so that must be a different problem then...
I noticd that the button calls AlignToGround() -> AlignControllerToGround()
CreateFoe.FinalizeFoe() calls the latter, but nothing similar in CreateNpc, I assume a similar logic would be useful there.
I noticd that the button calls AlignToGround() -> AlignControllerToGround()
CreateFoe.FinalizeFoe() calls the latter, but nothing similar in CreateNpc, I assume a similar logic would be useful there.
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- BadLuckBurt
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Re: [0.10.25] Dungeon spawned quest NPCs half buried in the ground
This may tie into the bug where the handpainted models sink into the floor. I hope you can figure out whats going on
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My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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Re: [0.10.25] Dungeon spawned quest NPCs half buried in the ground [RESOLVED 0.14]
I've added a ground alignment step for NPCs injected by quest system. They should no longer get buried in ground.