At least with models loaded from mdl's, you cannot resize its collision model / (& bounding box?). So if you moved the camera closer to the model before drawing it would appear bigger, but you could walk through the edges (But still hit the collision model at the center of that)
I don't particularly know how brush entities are stored, whether dynamically generated by the game when the map is loaded (In which case you might just be able to resize it), or stored in the bsp as an mdl Aditya Gaddam wrote: > When you say "Without Physics" do you mean that everything will just > walk through it? > > Thanks for the suggestion Ryan, I shall look into it. > > On Wed, Apr 2, 2008 at 3:36 AM, Tom Leighton > <[EMAIL PROTECTED]> wrote: > >> Scaling (Without physics) is done by moving the camera in/out from the >> model (At least this was the jist i got from Facepunch Forums on a prop >> enlarger/shrinker). >> >> With physics cannot be done. >> >> >> >> Aditya Gaddam wrote: >> > P.S. I had to load the brush entity into a CBaseTrigger like it says >> > in the tutorial. >> > >> > On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam <[EMAIL PROTECTED]> wrote: >> > >> >> Right on Tony P.! The tutorial had a SetModel so I assumed it was >> >> taken care of. But when I printed it out it was null. Changing it to >> >> the model of a brush entity in the map worked! >> >> >> >> While I am in this thread, Is there any way to change the scale of the >> >> entity? Preferably different scale multipliers in different axis. I am >> >> looking in the BaseEntity class and most of it is for physics related >> >> stuff. Nothing to scale the visual model. >> >> >> >> Thanks, >> >> Aditya >> >> >> >> >> >> >> >> On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma <[EMAIL PROTECTED]> wrote: >> >> > Are you setting the copy's model? Get the model of the thing you are >> copying >> >> > and set it as the model of the copy. Brush entities should have a >> model like >> >> > "*23" or any other number. >> >> > >> >> > >> >> > >> >> > -----Original Message----- >> >> > From: [EMAIL PROTECTED] >> >> > [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam >> >> > Sent: Tuesday, April 01, 2008 2:08 PM >> >> > To: [email protected] >> >> > Subject: [hlcoders] Spawning instances of a brush made in a map? >> Possible? >> >> > >> >> > Hi, >> >> > >> >> > I am trying to make copies/instances of this panel I made in hammer >> in >> >> > my map. I followed >> >> > http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and >> >> > gave the panel the class specified in the tutorial and then used the >> >> > code in my mod. I was able to push the block around like the code >> >> > says. However, if I create more using CreateEntityByName, I don't see >> >> > anything. The returned object from CreateEntityByName is NOT null. I >> >> > called Spawn() and Activate() on the object, but to no avail. I can >> >> > set it's position and such. But I dont see it! >> >> > >> >> > Is there a better way to instantiate stuff you can stand on in the >> >> > world? If not, how do I solve this problem above? >> >> > >> >> > Thanks, >> >> > Aditya >> >> > >> >> > -- >> >> > http://www.pixelfaction.com >> >> > AIM:ApeWithABrain >> >> > >> >> > >> >> > >> >> > _______________________________________________ >> >> > 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 >> >> > >> >> > >> >> >> >> >> >> >> >> -- >> >> http://www.pixelfaction.com >> >> AIM:ApeWithABrain >> >> >> >> >> > >> > >> > >> > >> >> >> _______________________________________________ >> 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

