Adjust model scale in-game
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Adjust model scale in-game
Is it possible to change a model scale in-game?
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
Makaqu, Darkplaces and other engines supports the .float scale field in entities.
Makaqu also supports a .vector scalev, which allows for scaling the entity along the x, y and z axes individually. Dunno if any other engine supports this one.
By the way, in Makaqu these doesn't work for BSP models (yet), only for SPR and MDL.
Makaqu also supports a .vector scalev, which allows for scaling the entity along the x, y and z axes individually. Dunno if any other engine supports this one.
By the way, in Makaqu these doesn't work for BSP models (yet), only for SPR and MDL.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
IIRC it's just a matter of adding the same kind of protocol changes that other things like .alpha uses, adding a couple fields in one of the header files (can't remember which one right now) used by the renderer, and adding and changing a couple of lines in r_alias.c and in r_sprite.c. It's really easy to figure everything out by just doing a few searches through the code.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
I added this to FitzQuake once, basically copying the steps to add alpha entity support. It's pretty much what mk said.
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Mexicouger wrote:I think it would be awesome If PSP Quake had Something like this.
An engine wise implementation is possible with this tutorial:
[ur=http://www.telefragged.com/thefatal/q_tutorials/quake_model_scaling.txt] Quake Model Scaling Tutorial[/url]
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
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