Changing Scale Of Player
by Mike Wigand · in Torque Game Engine · 03/06/2002 (12:08 pm) · 9 replies
Is there anyway to change the scale of the player model in either the engine code or scripts? If so, where should this be done at?
Thanks,
Mike Wigand
Thanks,
Mike Wigand
#2
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3977
03/07/2003 (11:10 am)
I've submitted a resource for dynamically changing the scale of the player, vehicles, and objects:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3977
#3
03/07/2003 (11:19 am)
Conrad, does this properly scale the player animations as well? I had a problem with this last spring.
#4
03/07/2003 (11:34 am)
The player runs fine, mount points scale in position so instead of having a giant tote a gun around his feet, it's in his arms. Give it a try.
#5
Well talking about scaling player, i was wondering what are the impact of scaling up or down. For example if i have the standard player scale 10x bigger(i want it to become a super giant), is this going to make it more slower? Or if i do the opposit i make 10x smaller, will it run much more faster? I ask this because we made vehicle with different scale (but use around the same number of polys) and the bigger scale vehicle is making the machine crawl to a ridiculous speed.
Thanks!
03/15/2003 (9:12 am)
Hello folks!Well talking about scaling player, i was wondering what are the impact of scaling up or down. For example if i have the standard player scale 10x bigger(i want it to become a super giant), is this going to make it more slower? Or if i do the opposit i make 10x smaller, will it run much more faster? I ask this because we made vehicle with different scale (but use around the same number of polys) and the bigger scale vehicle is making the machine crawl to a ridiculous speed.
Thanks!
#6
It's a mystery to me at the moment, but at least it works as opposed to Not Working. :)
03/15/2003 (10:51 am)
A bigger vehicle or player collides with more polygons, since the terrain mesh is essentially fixed size. That's a likely source of slowness. I noted when I made a giant player that things would get slow.It's a mystery to me at the moment, but at least it works as opposed to Not Working. :)
#7
This was my though also ;-), i just wanted to get some confirmation from other people! So ill tell our modelers to be more carefull on their model scale.
Thanks for the confirmation.
03/15/2003 (11:40 am)
@ConradThis was my though also ;-), i just wanted to get some confirmation from other people! So ill tell our modelers to be more carefull on their model scale.
Thanks for the confirmation.
#8
That resource is here: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3977
03/18/2003 (9:49 am)
Just a note, if you've used my Dynamically Scaling Players, Vehicles, and Objects resource, could you leave feedback there? Tim Gift wants to know how well my patch works before making a decision on whether or not to include it in Head. :)That resource is here: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3977
#9
03/24/2003 (11:04 am)
You should apply this higher up in the class hierarchy. I don't think it works with stuff like debris and static shapes. I could be wrong - havn't tried, but it seems to be player-specific.
Torque Owner Chris "Dark" Evans
In game.cs:
// Create the player object %player = new Player() { dataBlock = LightMaleHumanArmor; client = %this; scale = "2.0 2.0 2.0"; // <--Add this--<< }; MissionCleanup.add(%player);You can also change it in the map editor.
I don't think changing the scale works very well though. Try it and see, if I remember right the collision box stays the same, the eye and cam nodes stay the same too.