Change player size?
Moderator: InsideQC Admins
23 posts
• Page 1 of 2 • 1, 2
Change player size?
So, the quake guy is kinda small and puny. Kinda looks like your crouching. So what i wanna do is make the player size taller, and also making your "camera" higher up. How would i do this? Using darkplaces btw. Model does not matter as my game is singleplayer.
- Karall
- Posts: 128
- Joined: Thu Jul 15, 2010 5:23 pm
no, the players size would have to be changed with a new model. the size of the quake guy is acurate to the world hes in. even if you were to change the size of the player model, it wouldnt matter. the collision boxes wouldnt match your model.
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
ceriux wrote:no, the players size would have to be changed with a new model. the size of the quake guy is acurate to the world hes in. even if you were to change the size of the player model, it wouldnt matter. the collision boxes wouldnt match your model.
Yes, my advice if you don't want to mess with custom hull sizes is this.
Start with your model, make sure it fits in the player hull size.
Build your mod around this, make sure your maps are built with this scale in size, as well as other models.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
Or seeing as hes using Darkplaces he could just use Q3BSP and be free of hull sizes.
The .veiw_ofs offsets from the orign of the players bounding box. So you can change the mins and maxs when you set the model to adjust the phiysal size of the player and then use the .veiw_ofs to get the camera height to your likeing.
The .veiw_ofs offsets from the orign of the players bounding box. So you can change the mins and maxs when you set the model to adjust the phiysal size of the player and then use the .veiw_ofs to get the camera height to your likeing.
-

Arkage - Posts: 66
- Joined: Thu Nov 19, 2009 4:17 pm
Downsider wrote:Mexicouger wrote:Learn to code better, and changing the view heights is a piece of cake.
![]()
Pro in the house, kids.
Just stating the facts. Changing the view height is as easy as changing a vector number.
Example:
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
The '0 0 16' is the value you want to adjust. The original Quake players camera was set at '0 0 22'
So just adjust it.
-

Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Arkage wrote:Or seeing as hes using Darkplaces he could just use Q3BSP and be free of hull sizes.
There's a cvar in darkplaces that does that on other bsp formats, too. CROUCHING INTO TINY Q1 AREAS FTW
Also you're all forgetting setsize.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Mexicouger wrote:Downsider wrote:Mexicouger wrote:Learn to code better, and changing the view heights is a piece of cake.
![]()
Pro in the house, kids.
Just stating the facts. Changing the view height is as easy as changing a vector number.
Example:
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
The '0 0 16' is the value you want to adjust. The original Quake players camera was set at '0 0 22'
So just adjust it.
Sorry, the irony was just too much. I couldn't resist commenting on it.
-

Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
23 posts
• Page 1 of 2 • 1, 2
Who is online
Users browsing this forum: No registered users and 1 guest