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Player Height

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Player Height

Postby Tom-5- » Sun Feb 07, 2010 5:28 am

I'm not a coder, I am a mapper (for such famous projects such as Left 4 quake and Pro Splat Portable) . therefore changing the player height is something that i cannot do (without your help) so. I'm posting it here :D
So.. i have two options, i could scale down my maps, or code it in.
I REALLY didn't want to scale down my maps because last time i made a map and attempted scaling it down i had to redo it because i had compiling issues.

Image

here is the map in half life,it looks good (the way i want it)

Image

and here is the map in darkplaces

as you can see the quake version looks like your player is shorter, this picture may not seem like much a difference but it makes a big difference in other areas of the map.

(textures by tom-5-, map by mexicouger/tom-5-)
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Postby leileilol » Sun Feb 07, 2010 6:18 am

client.qc, PutClientInServer,
self.view_ofs = '0 0 28';

NOW YOUR TALL!
i should not be here
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Postby Tom-5- » Sun Feb 07, 2010 6:41 am

Thanks.. didn't know it was that easy. (Yay)
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Postby Error » Sun Feb 07, 2010 7:12 am

that does nothing to the bounding boxes btw... you will still hit your head on the same stuff.
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Postby Teiman » Sun Feb 07, 2010 11:46 am

the compiler will only generate 3 "collission models" inside the BSP file (know has hulls), so in-game theres only 3 valid sizes. HL support another one. The trick of leilei moves the camera, but has error say, you will still have the exact same size. It could be good enough, anyway... I suppose.
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Postby frag.machine » Sun Feb 07, 2010 2:05 pm

From what I understand the problem is not the player's height exactly, but only the camera position. Leileilol's tip will be enough.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Tom-5- » Sun Feb 07, 2010 6:05 pm

It works great for my mod, collision isn't a problem. it's not like i can jump and have my head go through the roof. This was exactly what i needed.
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