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scaling=fubared

  • |FRITZ|
  • August 5, 2005 at 8:31 PM
  • |FRITZ|
    • August 5, 2005 at 8:31 PM
    • #1

    umm where to start..

    [Blocked Image: http://img19.imageshack.us/img19/4840/not1pf.jpg]

    yep that about sums it up..

    I imported a vmf, one 256 unit brush, and then I scaled my model accordingly. I exported/compiled etc. and I get a fucking support collum for ants what gives?

  • Zacker
    • August 5, 2005 at 9:17 PM
    • #2

    If just Source could scale up models in the editor, just as any decent engine should be capable of, then this would not be a problem...

  • |FRITZ|
    • August 5, 2005 at 9:20 PM
    • #3

    then I would have stretched uv's. Now Go back in your cage!

  • Campaignjunkie
    • August 5, 2005 at 9:26 PM
    • #4

    Pretty sure there's a "$scale" property in the .qc you can use to scale it up.

  • |FRITZ|
    • August 5, 2005 at 11:38 PM
    • #5

    it doesnt seem to do anything.

    heres my qc:

    $modelname support6.mdl

    $body "Body" "support1_reference.smd"

    $sequence idle "support1_idle" loop fps 15

    $collisionmodel "support1_physbox.smd"

    $cdmaterials chpsupport/chpsupport

    $staticprop

    $surfaceprop "concrete"

    $scale 1.0

  • InsaneSingingBlender
    • August 5, 2005 at 11:44 PM
    • #6

    try $scale 2.0 or 3.0

  • |FRITZ|
    • August 5, 2005 at 11:49 PM
    • #7

    yeah I did.

    I guess the model itself is fubared or something..

  • |FRITZ|
    • August 5, 2005 at 11:59 PM
    • #8

    well yeah. Wouldn't it be 1. Despite that I change the number a could times, even double digits and it didn't do shit.. Maybe the vmf got screwed. I'll try exporting as a dxf file then scaling.

    And I use xsi not 3ds :embarassed:

  • curman
    • August 6, 2005 at 1:18 AM
    • #9

    you should be ashamed of yourself

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