scaling .md3 models

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Sun Aug 13, 2006 3:44 am

  • Hi,

    I've loaded an .md3 model in Darkplaces (weapon model), and it appears huge. I've gone through the nexuiz quake c code and noticed there is an added ".scale" property. Can anyone tell me how I'd implement this into my custom quake c source?

    thanks!
    babaoriley1981
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Sun Aug 13, 2006 4:08 am

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    .float      scale;          // Rendering scale of the object (0 is forced to 1); DP_ENT_SCALE extension

    in defs.qc somewhere near (slightly after) where you ammo types are defined. DarkPlaces should handle the rest, just model_entity.scale = 0.5; or whatever scale you need.
    --Willis
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    Willis
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Sun Aug 13, 2006 9:55 pm

  • Thanks very much for the help...

    I am getting a compiler warning from frikqcc..

    "system defs do not match internal crcs".

    I added the scale variable in defs.qc right under the "ammo_shells, ammo_nails, ammo_rockets, ammo_cells;" line. is this incorrect?
    babaoriley1981
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Mon Aug 14, 2006 9:40 am

Mon Aug 14, 2006 3:58 pm

  • babaoriley1981 wrote:Thanks very much for the help...

    I am getting a compiler warning from frikqcc..

    "system defs do not match internal crcs".

    I added the scale variable in defs.qc right under the "ammo_shells, ammo_nails, ammo_rockets, ammo_cells;" line. is this incorrect?


    You sould read the Inside3d forums. Is full of helpfull QuakeC coders, and this very problem has been solved recently. Maybe sould be added to some sort of FAQ (Frenquently Asqued Questions).

    To quote Sajt:
    Sajt wrote:yep, can't have anything before the special stuff at the beginning of defs

    Specifically you can't do anything you want until after 'void end_sys_globals;' and 'void end_sys_fields;'



    And, .. here you go:
    www.inside3d.com <-- for QuakeC users :D

    ...So move your stuff after all the end_sys stuff :D
    Tei
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