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FPSC Classic Scripts / scale an entity fpsc v1.18

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konola
20
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Joined: 31st Jan 2004
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Posted: 7th Dec 2011 08:14
good day all
i have fpsc x9 v 1.18.
how would i go about scaling a door entity? i have searched the forum and tried those suggestions, but my door still did not scale. thank you in advance
uman
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Joined: 22nd Oct 2004
Location: UK
Posted: 7th Dec 2011 20:18
Be careful when scaling a stock item door entity as it may be used by a segmented door in which case all the segment items would need be scaled to get the door entity and the segments working together when place in a level so all are scaled proportionately. Scaling the whole lot could cause some glitches for a door placed as a segment though you may get away with it OK. It may well be the case that it will be too big then for the room size as there is not much header room above doors.

If using a stock door entity on its own for placement it would be best therefore to make a copy of the stock item and its associated script file (.fpe) for you own use in re-scaling and rename appropriately leaving the original files intact.

In your new entities .fpe script file change or add the scale info, i.e.

scale = 100%

for 100% size and alike

If you simply must scale an existing stock door entity then make sure when you change the scale info that you delete the current .do and .bin files for the entity or your changes may not show up. Forcing a compile rebuild of the level may sometimes help to clear any info held by FPSC. If you are changing scaling on a stock item and deleting any .dbo and .bin files make sure you backup the items and script files and keep a copy somewhere. Just to be on the safe side.

Teabone
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Joined: 8th Jun 2006
Location: Canada
Posted: 9th Dec 2011 01:16
I was wondering about scaling myself too. Since the World War Models are shorter than the player lol

maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 9th Dec 2011 09:51 Edited at: 9th Dec 2011 10:04
nealry all (human) characters in games are scaled to 90-99% of the playerheight. its because you as a developer have to guide the players view. details in most games are on ground/playerheight, so you have to force the player look down. that is how you can use lowdetailed parts on the higher leveled modells to save polycount (in addition to the fact that higher leveled objects are more away from you than things on a desk). its also an optical trick to force a deeper room, and also most of the players have the habit to aim UNDER the middle of the screen because of gun-movement through recoil. when you scale down the enemy, headshoots are easier possible.
and in addition its a mental trick. cheap/normal enemies are smaller because you as player are stronger in most games (when carrying a weapon). when a boss/big char appears, your brain says "DANGER!"

these are force-tricks out of the painting/photo/movie-business.
look for the effect of "bottom view" and "top view".

fpsc has forced this a little too much, some of the chars are on 80%^^

just for info @teabone.

1st screenie: weak / 2nd screenie: power!

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