|FRITZ| Posted August 5, 2005 Report Posted August 5, 2005 umm where to start.. 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? Quote
Zacker Posted August 5, 2005 Report Posted August 5, 2005 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... Quote
|FRITZ| Posted August 5, 2005 Author Report Posted August 5, 2005 then I would have stretched uv's. Now Go back in your cage! Quote
Campaignjunkie Posted August 5, 2005 Report Posted August 5, 2005 Pretty sure there's a "$scale" property in the .qc you can use to scale it up. Quote
|FRITZ| Posted August 5, 2005 Author Report Posted August 5, 2005 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 Quote
|FRITZ| Posted August 5, 2005 Author Report Posted August 5, 2005 yeah I did. I guess the model itself is fubared or something.. Quote
Pericolos0 Posted August 5, 2005 Report Posted August 5, 2005 http://www.mapcore.net/forums/viewtopic.php?t=2926 EDIT i'm an idiot, should read the OP first don't really know what you have going on there :s. Is the scale setting in the qc file right? Quote
|FRITZ| Posted August 5, 2005 Author Report Posted August 5, 2005 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: Quote
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