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Change player size?

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Change player size?

Postby Karall » Sat Jan 22, 2011 6:37 pm

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.
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Postby ceriux » Sat Jan 22, 2011 7:29 pm

client.qc, putclientinserver, self.view_ofs = '0 0 22'; .

change that and you it'll do what you want. =)
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Postby Karall » Sat Jan 22, 2011 7:35 pm

Thanks man. Ile try it soon.
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Postby Mexicouger » Sat Jan 22, 2011 7:38 pm

You will experience other problems though, Like getting shot. A headshot won't be the same
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Postby ceriux » Sat Jan 22, 2011 7:39 pm

that only changes the first person view mexicouger, which by his explanation sounds like what he was referring to. shouldnt effect anything but the view.
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Postby Karall » Sat Jan 22, 2011 8:29 pm

It worked quite nicely, but does this change the player size?
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Postby ceriux » Sat Jan 22, 2011 8:33 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.
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Postby Team Xlink » Sat Jan 22, 2011 8:44 pm

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.
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Postby Arkage » Sat Jan 22, 2011 9:16 pm

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.
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Postby Karall » Tue Feb 22, 2011 9:18 pm

Well one problem with this is that my guns still shoot the regular quake marine hight. How would i fix this?
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Postby Mexicouger » Tue Feb 22, 2011 11:03 pm

Learn to code better, and changing the view heights is a piece of cake.
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Postby Downsider » Wed Feb 23, 2011 1:08 am

Mexicouger wrote:Learn to code better, and changing the view heights is a piece of cake.


:lol:

Pro in the house, kids.
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Postby Mexicouger » Wed Feb 23, 2011 1:15 am

Downsider wrote:
Mexicouger wrote:Learn to code better, and changing the view heights is a piece of cake.


:lol:

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.
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Postby leileilol » Wed Feb 23, 2011 1:23 am

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.
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Postby Downsider » Wed Feb 23, 2011 1:26 am

Mexicouger wrote:
Downsider wrote:
Mexicouger wrote:Learn to code better, and changing the view heights is a piece of cake.


:lol:

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.
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