> > > > So, set the values in the "x scale" and "y scale" boxes to about half (a little less) than the unit's actual voxel width (half of numbers in size:x and size:y boxes, respectively). The "z scale" box should be set to a little less than full hight (number in size:z box). Then in the header info there are something like 16 boxes in a matrix like this:
> > > > ###### ###### ###### ######
> > > > ###### ###### ###### ******
> > > > ###### ###### ###### ******
> > > > ###### ###### ###### ******
> > > *cough* think that should have read 'translation' (also, think the matrix is upside down- look at http://www.gamedev.net/reference/articles/article877.asp to see what values you might want to put into this matrix). My mistake :eek:
> > Checked this one out before-that matrix in your old editor is odd anyway. Those three that I talked about are really the scale mins, so what I was explaining is fine. The actual matrix is an identity matrix, but that wasn't known to be the case when the editor was written. So, my explanation is my closest attempt at layman's terms.
> yeap, I am really confused now. Didn't know what a matrix was when I wrote that first editor, and I reckon I really screwed it up
why the hell do u guys make it so coimplicated?
just adjust the scale values, and preview in the HVA editor