yep, just remember to add a:
VectorScale( transform[2], scale, transform[2] );

so it scales on z axis, and it should work

On 7/6/05, Ian Warwick <[EMAIL PROTECTED]> wrote:
> Very cool, I chased that into C_BasePlayer
>
> 01215         float scale = GetModelWidthScale();
> 01216         if ( scale != 1.0f )
> 01217         {
> 01218                 VectorScale( transform[0], scale, transform[0] );
> 01219                 VectorScale( transform[1], scale, transform[1] );
> 01220         }
>
> Seems like you can apply vector scale transformations to a model?
>
> Cheers Teddy, will be checking that out :)
>
> >Cool, just checked that out on a doxygen site, not home at the moment
> to try it, anyone confirm that this really works?
> >I was under the impression it was'nt a simple thing to do (even though
> it should be!).
>
> >Thanks, can't wait to check that out.
>
> > Try adding a function similar to the SetModelWidthScale() (see how
> it's implemented with GetModelWidthScale() ) to the
> > CBaseAnimating class, that's an easy way to make a model scale
> up/down. Use a thikn function to make it change over
> > time, and bobs your uncle
> >
> > Cool, I have never tried using meshbuilder yet, always time to learn
> > :) I guess I can perform Matrix transformations once I have a built
> mesh?
> >
> > > take a look at the meshbuilder class.. those are just polygons in
> > world space, not sprites billboarded to face the camera
>
>
>
>
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