Author Topic: Small Objects  (Read 7845 times)

-[=AHs=]- DarkEnix

  • Posts: 76
  • Turrets: +0/-2
    • http://www.dunhavanything.com
Small Objects
« on: October 20, 2007, 12:54:17 am »
hmm , i've been wondering if how to make object small , not just the model , i mean.. THe WoHLe ThInG is like , if u juz change the model size , the player or whaterver's actual size will still be there , means ur touching air or something , all i want to know is to change the whole size thing of buildables n players
img]http://madnesscombat.net/images/ranks/major.gif[/img]



Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Small Objects
« Reply #1 on: October 20, 2007, 08:23:50 am »
Entity sizes are in scripts/entites.def. You need to edit this to change them. Do this as a mod to avoid borking your default trem install.

-[=AHs=]- DarkEnix

  • Posts: 76
  • Turrets: +0/-2
    • http://www.dunhavanything.com
Small Objects
« Reply #2 on: October 21, 2007, 07:26:16 am »
okok..thx <goes to make small stuff wating to see if it got right!!>
img]http://madnesscombat.net/images/ranks/major.gif[/img]



-[=AHs=]- DarkEnix

  • Posts: 76
  • Turrets: +0/-2
    • http://www.dunhavanything.com
Small Objects
« Reply #3 on: October 21, 2007, 07:37:09 am »
erm..u see..i cant find any entites.def in scripts
img]http://madnesscombat.net/images/ranks/major.gif[/img]



Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Small Objects
« Reply #4 on: October 21, 2007, 08:18:04 am »
/path/to/where/you/installed/tremulous/scripts/entities.def

Look harder.

benmachine

  • Posts: 915
  • Turrets: +99/-76
    • ben's machinery
Small Objects
« Reply #5 on: October 21, 2007, 11:52:50 pm »
Quote from: "Taiyo.uk"
/path/to/where/you/installed/tremulous/scripts/entities.def

Look harder.

It isn't actually there. Bounding box definitions can be found in src/game/bg_misc.c

entities.def is related to mapping I believe.
benmachine

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Small Objects
« Reply #6 on: October 22, 2007, 04:52:29 am »
Oops  :oops:

OverFlow

  • Posts: 386
  • Turrets: +44/-1
    • http://bobbin.vilkacis.net
Small Objects
« Reply #7 on: October 22, 2007, 05:09:36 am »
It's actually simpler than that...

data-1.1.0.pk3/overrides/classes/*.cfg

-[=AHs=]- DarkEnix

  • Posts: 76
  • Turrets: +0/-2
    • http://www.dunhavanything.com
Small Objects
« Reply #8 on: October 22, 2007, 06:44:16 am »
Quote from: "OverFlow"
It's actually simpler than that...

data-1.1.0.pk3/overrides/classes/*.cfg


LOL thats juz the model size , im talking abt the whole THING , if u juz change the model size , the hit box is still the same..now im talking abt even redeuce the hit box + model
img]http://madnesscombat.net/images/ranks/major.gif[/img]



benmachine

  • Posts: 915
  • Turrets: +99/-76
    • ben's machinery
Small Objects
« Reply #9 on: October 22, 2007, 02:09:25 pm »
overrides/classes/builder.cfg:

Code: [Select]
name        "Granger"
model       builder
modelScale  1.0
skin        default
shadowScale 1.0
hud         alien_builder_hud

mins        -20 -20 -20
maxs        20 20 20
crouchMaxs  20 20 20
deadMins    -20 -20 -4
deadMaxs    20 20 4
zOffset     0.0


OverFlow wins.
(hi OverFlow)

An exampe double-size granger would be:

Code: [Select]
name        "Granger"
model       builder
modelScale  2.0
skin        default
shadowScale 2.0
hud         alien_builder_hud

mins        -40 -40 -40
maxs        40 40 40
crouchMaxs  40 40 40
deadMins    -40 -40 -8
deadMaxs    40 40 8
zOffset     0.0


although you might need to play with zOffset, not entirely sure what that does.
benmachine

-[=AHs=]- DarkEnix

  • Posts: 76
  • Turrets: +0/-2
    • http://www.dunhavanything.com
Small Objects
« Reply #10 on: October 23, 2007, 07:46:09 am »
OHHH..THX.. ben..im kinda thinkin of makin something like ur tiny..LOL..faster it..hehe..well..thanks ben , ur a great modder
img]http://madnesscombat.net/images/ranks/major.gif[/img]