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InsideQC Forums • View topic - Adjust model scale in-game

Adjust model scale in-game

Discuss programming in the QuakeC language.

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Adjust model scale in-game

Postby JasonX » Sun Sep 12, 2010 5:53 pm

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Postby mankrip » Sun Sep 12, 2010 7:38 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.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby JasonX » Sun Sep 12, 2010 7:42 pm

How difficult would it be to implement such feature on WinQuake?
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Postby mankrip » Mon Sep 13, 2010 12:02 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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Postby frag.machine » Mon Sep 13, 2010 1:56 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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Postby Mexicouger » Mon Sep 13, 2010 3:49 am

I think it would be awesome If PSP Quake had Something like this.
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Postby Team Xlink » Mon Sep 13, 2010 10:23 pm

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