View Full Version : Ummm must these trees always be giagantic?
04-02-2008, 06:31 PM
I have tried to resize some the greenery but like all the rest of the props I have tried to resize they just snap back to there orginal demensions. Are these props alterable or stuck at a single size?
04-02-2008, 11:24 PM
Unfortunately props cannot be resized.
04-03-2008, 05:10 AM
they cannot be resized, but there are a few small trees, when browsing through the props world viewer, click on the trees, and at the bottom where it shows that white grid to indicate the ground (unless you dissabled it) the larger the grid the smaller the prop, the smaller the white grid the bigger the prop, some just click through the props like that, thats the best way to see whats big/small without having to spawn doezens of props.
04-03-2008, 09:33 AM
There is a way of resizing models, by decompilation and recompilation (you don't need to know modelling for it to work):
CAnnonfodder hasn't updated the decompiler for a long time, so there may be a conflict with the new models. All I can say is, experiment. :)
04-03-2008, 10:05 AM
On a related note, anyone know what prop_scalable can be use for / or what limits it has?
04-03-2008, 10:12 AM
It can be used only for certain props as far as I know. The only one I know that works is the coreball model. Not the one in Ep1, but the explosion seen in the beginning of Ep2.
04-03-2008, 11:19 AM
ahh, thank you!
04-03-2008, 12:11 PM
According to the developer wiki (http://developer.valvesoftware.com/wiki/Prop_scalable), only props without a collision model can be used as a prop_scalable.
04-03-2008, 02:11 PM
Haha, when I posted about my obervations on the coreball, I was thinking exactly the same thing: "Hmm maybe only models without collision boxes can be scalable"
So can we scale bushes now :D
04-05-2008, 12:03 PM
Thanks guys and damn thats one big oak tree.
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