GD3D11
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When changing scale values of NPCs or hero, there's a gap between head and body
When you make an NPC or hero larger in Y size, at some point (even when the character is only a tiny bit larger) a gap between its head and body appears, the head is floating. Strangely, when you set all scale values pretty large and run with your character, at some point the character moves so fast, that the camera falls behind. You see your character running far away (that happens without renderer as well) - what's interesting about this, is that the gap dissapears when the character is far away from the camera -> the relation of body and head is normal again.
Please, please, fix this gap.
Maybe something in this function?
void GothicAPI::DrawSkeletalMeshVob( SkeletalVobInfo* vi, float distance )
Sorry to reopen the issue. We found a way to make different sizes possible, so the issue is present again. Still the bug: when you increase the scale values (x = 1, y = 1, z = 1) all by a bit, the head moves away from the bodymodel with every increase a little bit more. So the head model is floating above the body model with a large gap between.