XYZ Scale object (DarkPlaces)
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XYZ Scale object (DarkPlaces)
I didn't find anything in the dpextensions.qc.. and so I was wondering if it's possible to scale a model to have different scale amounts in XYZ dimensions?
This behaviour would be ideal for Shadow People or Ghosts. I would like to have them first appear like flat 2D, but when player focus more on them, they become 3D. Which means I need to have one dimension scaled to 0 and then scale it back to normal when the time comes.
Maybe there could be some jittering in their scale, so they're not always scaled flat in the same dimension. Their scale should probably be dependent on who's viewing them and where he's viewing them.
This behaviour would be ideal for Shadow People or Ghosts. I would like to have them first appear like flat 2D, but when player focus more on them, they become 3D. Which means I need to have one dimension scaled to 0 and then scale it back to normal when the time comes.
Maybe there could be some jittering in their scale, so they're not always scaled flat in the same dimension. Their scale should probably be dependent on who's viewing them and where he's viewing them.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
not normally.
You would need to use csqc to access this feature, as the RF_USEAXIS flag is suitable for this. Using regular qc, you can only use the scale field, however, this only allows you to scale uniformly, and not on a per-axis basis.
Alternatively you might be able to use shaders and multiply away a single axis somehow, and then change frames to make them fully 3d again.
RF_USEAXIS, with a bit of mathematical knowhow, allows you to flatten the models on arbitary planes, rather than just along an axis. Which means they can turn to face you, but remain 2d against a wall.
You would need to use csqc to access this feature, as the RF_USEAXIS flag is suitable for this. Using regular qc, you can only use the scale field, however, this only allows you to scale uniformly, and not on a per-axis basis.
Alternatively you might be able to use shaders and multiply away a single axis somehow, and then change frames to make them fully 3d again.
RF_USEAXIS, with a bit of mathematical knowhow, allows you to flatten the models on arbitary planes, rather than just along an axis. Which means they can turn to face you, but remain 2d against a wall.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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