I've been doing that in a project. I've put the player at 1/4 scale for large outdoor terrain based gaming. A few things I ran into or did...
* Create one master "scale" constant and use it to factor everything you can * Scale the POV height * Scale the bounding boxes/hulls * Scale the movement rates * Decompile and recompile models with a scaling factor in the QC file * Player models * NPCs * Weapons (w_ models) * View Models (v_ models) don't need to be scaled The thing is, there is no existing master "scale" variable you have access to that just magically makes it all work. You're going to have to run your game and figure out what works and what doesn't. Sometimes when you find things you've not scaled yet it's pretty amusing. Once I'd forgotten to scale the weapon models, so all the (scaled down) players ran around with weapons that were 4x size in their hands. Quoting Dylan Wreggelsworth <[EMAIL PROTECTED]>: > -- > [ Picked text/plain from multipart/alternative ] > My group is currently working on a mod that requires a bit more realestate > than the normal .5mile^3. One of the ways we thought we might get a bit more > room is by decreasing the scale of the players/custom entities/mapping scale > by half. This will give us a approx. a mile or so to play around in. Im sure > physics resolution will be half as well. Does this sound feasible? Or are > there hurdles i have not thought up? > > Dylan > > http://www.brutal-arts.com > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

