http://articles.thewavelength.net/232/

after writing that (second) version of the tutorial, I'd discovered a lot of
other issues that still arise. Rescaling hl1 is really buggy because a lot
of things internally in the engine conflict from what I can tell. Just from
printing values off and from some other friends who've debugged the engine
from assembly code that they understand (which I don't).

anyway, good luck with it. I can't off the top of my head remember exactly
what the last bit of problems I discovered, and haven't solved (that I can
remember anyway) are. I do remember a bug where linux dedicated servers
would occasionally not collide properly for players at all.


-----Original Message-----
From: Alex Thomson [mailto:[EMAIL PROTECTED]
Sent: July 22, 2005 12:14 PM
To: [email protected]
Subject: [hlcoders] Dynamically Scaling Entities (properly, not just
tweaking the rendering)

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]

How much of a no-no is this? The graphical effect is easy enough, but to
actually dynamically scale the dimensions of the model...? Would the
physics and collision systems be able to handle this ?

There's an article on the *graphical* effect here, but it's the more
problematic collision / physics i.e. "real" scaling that I'm interested
in.
http://collective.valve-erc.com/index.php?doc=1046456014-98367600



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