(12-21-2011, 06:46 PM)Acies Wrote: I had a similar issue/almost identical issue with a large "sky thing" I made. My guess is that:
1. Max exports with Z-axis as up
2. ModelEditor always wants "Y" as up and therefore rotates models to have Y up
3. That does somehow mess with the scaling of the model, x-y-z scaling swaps so x becomes y; z becomes x and so on. (At least when scaling in leveleditor)?
Setting Y as up should solve the rotation.
Scaling wise I'm unsure. It could be solved by simply setting Y as up. Another thing is that the "pivot point" of the model must also be located at 0,0,0 for it to properly scale once imported.
Good luck :>
No dice.
It seems more like the model editor just can't read DAE Scaling information.
Regardless of what the exporter in max is set to scale it to (meters, inches, etc) they all come out the same size in the model editor. Also Y-up and Z-up don't seem to change anything, it comes out with the wrong orientation either way.
(12-21-2011, 10:12 AM)Your Computer Wrote: Try deleting the .msh file and importing it into the model editor again.
Also no luck.