Change player size?
Moderator: InsideQC Admins
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leileilol wrote:i am decenter, and you're not a pro
i'd move projectile/trace origin offsets to just self.view_ofs_z. HL does that
is it me, or is the SNR getting worse around here?
Aha! But you are not decentest?!
What is SNR?
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
Karall:
If you want to make the player appear taller there is a whole load of different things you have to do, some of which are not really possible using vanilla Quake. Here's a list off the top of my head:
- adjust the player view height
- adjust the spawn vectors of all the player weapon firing functions (mostly in weapons.qc but there are a couple for nails and... lightning? in player.qc). As leillol said, adjusting them all to be relative to self.view_ofs is a sensible thing to do because then you only have to tweak the view_ofs when the player is constructed in client.qc to make all the weapons fire correctly.
- apparent player height for monsters: easy, just change the player sizes given in PutClientInServer in client.qc (though this can have odd effects on the world, see below) (this is necessary to ensure that monsters will effectively shoot the full size of your taller player)
- player clipping against world: this is really tricky, because Quake has 3 "hulls" for clipping the player against the world, and they are of fixed size: a zero-sized one, a player-sized one and an ogre/fiend/shambler-sized one. If you want the player to appear taller then you can't push the view_ofs much further up without running the risk of it being outside of the clip hull, which means if you go through a low doorway the view_ofs will float through the wall above. Your only option here is to pick the shambler-sized hull, but that is significantly wider as well a taller so if that's not what you want it's a problem. Also using hull2 means that you'll break compatibility with pretty much all existing Quake maps, which use a hull1-sized box for player spawn point placement.
If you want to make the player appear taller there is a whole load of different things you have to do, some of which are not really possible using vanilla Quake. Here's a list off the top of my head:
- adjust the player view height
- adjust the spawn vectors of all the player weapon firing functions (mostly in weapons.qc but there are a couple for nails and... lightning? in player.qc). As leillol said, adjusting them all to be relative to self.view_ofs is a sensible thing to do because then you only have to tweak the view_ofs when the player is constructed in client.qc to make all the weapons fire correctly.
- apparent player height for monsters: easy, just change the player sizes given in PutClientInServer in client.qc (though this can have odd effects on the world, see below) (this is necessary to ensure that monsters will effectively shoot the full size of your taller player)
- player clipping against world: this is really tricky, because Quake has 3 "hulls" for clipping the player against the world, and they are of fixed size: a zero-sized one, a player-sized one and an ogre/fiend/shambler-sized one. If you want the player to appear taller then you can't push the view_ofs much further up without running the risk of it being outside of the clip hull, which means if you go through a low doorway the view_ofs will float through the wall above. Your only option here is to pick the shambler-sized hull, but that is significantly wider as well a taller so if that's not what you want it's a problem. Also using hull2 means that you'll break compatibility with pretty much all existing Quake maps, which use a hull1-sized box for player spawn point placement.
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lth - Posts: 144
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