• Scale playermodels while creating them
    11 replies, posted
I have a problem with my models of little characters, such as Pikachu. They are GIANT in-game. About the height of 1 and a half man. ¿How do I reduce the size of it to half-a-men height (about 1m)? I used 3DS max to scale it with a male reference, but in-game doesn't care about it, its just enormous. Thank you. PD: If someone did Kennen (or his skins), Akali (or his skins), Riven (or his skins). Please send me a link, I wont share or anything, just for personal enjoyment.
you could try the $scale qc command when compiling. and... league of legends? i know silverfang akali is on the sfm workshop. you could decompile it. or i'd have those raws still here. :)
Use the $scale command in your .QC before compiling. Since you're wanting it to be about half the size of an ordinary citizen, using $scale 0.45 or $scale 0.5 should work.
didn't read everything or math genius? x) meters 1 / (1.5 * ~1.8) = ??? ;)
I read everything and made a suggestion based on what I read. If my math is off, then my math is off; without actually having the model to work with or a screenshot of how the model appears in-game, that's just a rough suggestion based on what they stated. It's not like OP can't make the adjustments from what I suggested anyways, so they can lower the value if what I suggested is still too large for their liking.
an essay about a joke? ugh. x)
I put "$scale 0.5" command in my .QC before compiling, compiled it, and nothing. Still giant.
where you put it? it's gonna be at the top before you define the $model or $body.
[QUOTE=furchi;49234130]I put "$scale 0.5" command in my .QC before compiling, compiled it, and nothing. Still giant.[/QUOTE] According to the [URL="https://developer.valvesoftware.com/wiki/$scale"]Valve dev wiki page for $scale[/URL], $scale only affects .SMD files that come after it in the QC. Using the example from the same page: [code]$modelname "weapons/shell.mdl" $cdmaterials "models/weapons/" $scale 3 // before any SMDs $body shell "shell_ref.smd" $sequence idle "shell_idle.smd"[/code] You basically have to place it before any lines that specifically call for a .SMD in your .QC file before compiling.
Ok, so I tried that way, but the model now looks tall but skinny, like a SLENDERMAN Kennen xD. It seems only the model scales but not the skeleton. :( The QC file looks like this: [QUOTE]// Created by Crowbar 0.33.0.0 $ModelName "player/LoL/Karate.mdl" $cdmaterials "models\LoL\" $scale 0.5 $BodyGroup "Karate" { studio "Karate.smd" } $SurfaceProp "flesh" $Contents "solid" $MaxEyeDeflection 90 $Attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90 $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90 $Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0 $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0 $CBox 0 0 0 0 0 0 $BBox -67.833 -37.541 -2.684 18.569 37.15 101.272 // $HBoxSet "default" // $HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31 // $HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25 // $HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62 // $HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5 // $HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75 // $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45 // $HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5 // $HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 // $HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72 // $HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16 // $HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 // $HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18 // $HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 // $HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5 // $HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7 // $SkipBoneInBBox $BoneMerge "ValveBiped.Bip01_Pelvis" $BoneMerge "ValveBiped.Bip01_Spine" $BoneMerge "ValveBiped.Bip01_Spine1" $BoneMerge "ValveBiped.Bip01_Spine2" $BoneMerge "ValveBiped.Bip01_Spine4" $BoneMerge "ValveBiped.Bip01_R_Clavicle" $BoneMerge "ValveBiped.Bip01_R_UpperArm" $BoneMerge "ValveBiped.Bip01_R_Forearm" $BoneMerge "ValveBiped.Bip01_R_Hand" $BoneMerge "ValveBiped.Anim_Attachment_RH" $Animation "a_proportions" "karate_anims\a_proportions.smd" { fps 30 // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "a_proportions" 0 } $Sequence "reference" { "karate_anims\reference.smd" fadein 0.2 fadeout 0.2 fps 1 } $Sequence "proportions" { "a_proportions" autoplay predelta fadein 0.2 fadeout 0.2 fps 30 // This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed. subtract "a_proportions" 0 } $Sequence "ragdoll" { "karate_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" 1 fadein 0.2 fadeout 0.2 fps 30 } $IncludeModel "m_anm.mdl" $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $IKAutoPlayLock "rfoot" 1 0.1 $IKAutoPlayLock "lfoot" 1 0.1 [/QUOTE] Thank you so much to all :)!
Yeah, I believe you have to use CaptainBigButt's proportion workaround in that case. This guy goes into pretty good detail about it: [url]https://sites.google.com/site/zeqmacaw/tutorials/proportion-trick[/url]
Thank, you I will
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