What is your source of your models.  For instance, are you exporting from
blender, or some other 3d program.  If so, try creating a reference model
(just a cube) of the size you want.  Make sure it's the correct size in your
program, then use it as a reference to size the rest of your models.  That's
what I do.

On Dec 11, 2007 5:06 AM, Patrick Ye <[EMAIL PROTECTED]> wrote:

> Hi Jorrit,
>
> Thanks so much for the quick reply!!
>
> > You can scale transforms just by using the multiplication operator (i.e.
> *).
>
> I see, but wouldn't that scale the mesh uniformly along all 3 axises?
> However, this is actually sufficient for me purpose.
>
> > Note however that CS doesn't support scaling for meshes. Various systems
> > in CS will no longer work correctly on a scaled object (like lighting,
> > visibility
> > culling, ...). So it is not recommended to do this.
>
> Oh, this is rather unexpected, so you'd have to know exactly how big
> all your models are before loading them with your code?
>
> So would it be ok if I hardtransform everything during the initialization
> stage?
>
> > For what do you need to scale the objects?
>
> I'm writing a little application (using the python binding actually),
> and some of the models I have are bit too small/big, so I'd like to
> scale them during the initialization of the game so that they'd fit
> properly in my map.
>
> Again thanks so much for the help!
>
> Patrick
>
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