Game Development Community

model scaling

by Donald Teal · in Torque 3D Professional · 07/15/2009 (2:12 pm) · 4 replies

can a model for player or aiplayer be scaled somehow in the spawn sphere or does it have to be done in script. if so what is the best approach?

#1
07/15/2009 (3:49 pm)
In the player ::onAdd() function you can add the following:
%obj.setScale("X Y Z");
"X Y Z" corresponds to a scale factor to use for each axis.

The spawn sphere can have a "spawnScript" attached to it. You could also use such a spawnScript and do your scaling there.

The end means is up to you, either method would work.

With that being said, best results will actually be found by having the player/ai shape already to the size/scale that you want.
#2
07/15/2009 (9:07 pm)
the basic thought behind this is the ability to have certain spawns to spawn creatures of different size, to denote leader monsters or boss mobs with out having to do a seperate model for them and export it
#3
07/16/2009 (4:33 am)
I'm sure that you can scale the players with a script at spawn.

Did Konrad post a resource on this stuff? I distinctly remember seeing a vid of multi-sized players blasting the crap out of each other.

Check out his resources for scale orientated aids, and wade through his posts. www.garagegames.com/community/resources/authorID/101755
#4
09/01/2009 (11:00 am)
OK with the player::onAdd() function wont that scale every model for the player to the same scale? is there a way to set the scale in the datablock file for each, if so what is the best approach.

also if setting scale with a spawnscript attached to a spawnsphere for aiPlayer is there a way to add a randomiser to the scaling?
say I have a river and want to add a school of fish but dont want them all the same size. Do I have to do each individually or can a scale randomiser be use somehow?