$scale: Difference between revisions
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Note:
Note:
Note:
Warning:
Warning:Negative values cause the prop to become upside-down and flips the textures to the opposite side of their mesh.
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{{note|<code>[[$definebone]]</code> will cause the defined bone, and the vertices assigned to it, to be scaled from their defined local position instead of the model file's origin.}} | {{note|<code>[[$definebone]]</code> will cause the defined bone, and the vertices assigned to it, to be scaled from their defined local position instead of the model file's origin.}} | ||
{{warning|<code>$scale</code> prevents [[flex animation]] from working when using the [[VTA]] format. This limitation can be bypassed by using the [[DMX]] format.}} | {{warning|<code>$scale</code> prevents [[flex animation]] from working when using the [[VTA]] format. This limitation can be bypassed by using the [[DMX]] format.}} | ||
{{warning|Negative values cause the prop to become upside-down and flips the textures to the opposite side of their mesh.}} | |||
Sequences or animations can be scaled individually by specifying the "scale" option, see below for an example. | Sequences or animations can be scaled individually by specifying the "scale" option, see below for an example. | ||
:{{confirm|Does $scale influence this?}} | :{{confirm|Does $scale influence this?}} | ||
Revision as of 10:24, 5 April 2019
The $scale QC command multiplies the size of all subsequent model files. It does not affect values defined in the QC itself (e.g. $attachment locations).

$scale
only affects model files that come after it in the QC. Specify it before any file references!
$scale
also accepts negative values. This can be used to flip/mirror animations or models if the compiled model is then decompiled. Note that the model's normals will be inverted and will be rotated 180 degrees backwards, this can be easily fixed in a Source engine compatible model editor or by using the angles
parameter in a $sequence block.
$definebone
will cause the defined bone, and the vertices assigned to it, to be scaled from their defined local position instead of the model file's origin.
$scale
prevents flex animation from working when using the VTA format. This limitation can be bypassed by using the DMX format.
Sequences or animations can be scaled individually by specifying the "scale" option, see below for an example.
Confirm:Does $scale influence this?
Example
$scale
$modelname "weapons/shell.mdl"
$cdmaterials "models/weapons/"
$scale 3 // before any model files such as SMD or DMX)
$body shell "shell_ref.smd"
$sequence idle "shell_idle.smd"
$sequence scale
$sequence spin fan_spin.smd {
fps 30
scale 3
}