So I've been taking a page out of AFADoomer's book and looking into using models to replace D4D's double sprite stack-up beams that involves two actors and flipping the roll/angle/pitch around... But there's one tiiiiiny little problem...
The model's Z scale is being controlled based on how the model is exported (direction-speaking) and that makes this a lot trickier to control the length, width and height of the beams. Hell, even turning the beam to face directly up with the + section, exporting it and then using PitchOffset also induces this problem so I have to rely on things like pitch changing and adding on 90 to it real-time.
Scale.Z for Models
Moderator: GZDoom Developers
- Major Cooke
- Posts: 8176
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
-
- Posts: 111
- Joined: Wed Jun 15, 2016 2:49 pm
Re: Scale.Z for Models
Cooke, you always have some great feature requests