Jump to content

Home

Model scaling


Botch

Recommended Posts

Posted

Hello,

 

I'm making a siege map where jawas are defending sandcrawler and tusken raiders are attacking it. It would be nice to have small jawas, so is it possible to scale the model in basejka? Does it have something to do with the CFL_CUSTOMSKEL classflag in .scl files?

 

Need help... again.

 

EDIT: It's customskel, not customscale. :p

Posted

CFL_CUSTOMSKEL doesn't work at all afaik. It's supposed to make custom skeletons for classes in Siege possible - but it was never finished.

 

There's no scale option for player classes in basejka Siege, I'm afraid. If there was one, it wouldn't help too much either since the SP bbox scaling code is missing in MP...

Posted
  Botch said:
Hello,

 

I'm making a siege map where jawas are defending sandcrawler and tusken raiders are attacking it. It would be nice to have small jawas, so is it possible to scale the model in basejka? Does it have something to do with the CFL_CUSTOMSKEL classflag in .scl files?

 

Need help... again.

 

EDIT: It's customskel, not customscale. :p

 

if im not mistaken, the sandcrawler doesnt work in MP, well it has like no AI.

Posted
  ensiform said:
if im not mistaken, the sandcrawler doesnt work in MP, well it has like no AI.

 

I beleive Tinny has ported the SP code for that NPC class, but it's not 100% yet.

Posted

ahh you're talking about sand worm (sand_creature in npc-files)!

sand crawler is that big 1337 vehicle jawas drive around

Posted

Oh Razor, I only ported the sandcreature code so it behaves like in sp. Not the other desert aliens like jawas and tusken raiders/snipers.

Posted

but uhh.. there isn't sp source released so how do you port the code? or is it in mp source? o.O

 

anyway, good to hear its going to OJP so i can get it to my mod :)

 

great work, ojp team! i hope i'll invent something i could report to the ojp source.

Posted

oh i see O.o

 

i hope you'll do great work with porting it :D

try to do it so we (mod-makers) could port it to our mods pretty easily (if i got it right that's what OJP is about, making code base where mod-makers can take parts for their mods)

Posted

Unfortunately, the CoOp code has been requiring changes across the board. While I've tagged all the changes that have been made, there's so many changes that it would be a bitch to port into someone else's code without them just using OJP as their code base.

Posted

Well, it's up to you. This is very large component of the code thou. The primary SP Nav code file (without headers and support files) clocks in @ 5540 lines of code and I'm still not finished porting it yet.

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...