I'm having a bit of a problem with displaying long beams on the map. Apparently, a beams bounding volume (what is used for testing whether the beam is within the viewing frustum) is close to its launch point. This means that for very long beams, the beam disappears when the camera is moved away from the beam's launch point.
Is there any way I can prevent the game from culling the beam when its launch point is not in the view frustum?
I'm having a bit of a problem with displaying long beams on the map. Apparently, a beams bounding volume (what is used for testing whether the beam is within the viewing frustum) is close to its launch point. This means that for very long beams, the beam disappears when the camera is moved away from the beam's launch point.
Is there any way I can prevent the game from culling the beam when its launch point is not in the view frustum?
Thanks, Klishu
Try selecting the Beam model and setting the Visual Radius to a high number.
Nope, didn't work.