Some engine modifications support duplicating 1 object and making every instance of it of different size through the "scale" entity key.
Needs way more information. I don't even know where to look for this info since you don't even mention an example of such an engine modification.
But it's rather unlikely to get supported because I don't want to include engine-specific stuff in TrenchBroom.
Hexen 2 natively has "scale" flags built in for it's entities, not sure about Quake. It allows you to change the scale of individual entities ingame. I believe they all scale from the model's origin, for instance "scale" "2" would double the entities scale. Would be nice to have this represented in the editor much like model rotation is.
There is no native scale function in quake. There are source ports that support this though and I know this to be true for Darkplaces and FTE. For example, you can add a scale key to any entity like an enemy and give it a scale value just like you can for alpha in those same engines.
"classname" "monster_dog"
"origin" "272 -176 -212"
"scale" "2.5"
"alpha" ".666"
This can already be achieved, by adding a scale key to your fgd file, but unfortunately, TrenchBroom doesn't currently apply the scale visually on the model. It would great if TrenchBroom could read the scale key or alpha key values from the fgd or map and apply that to the model in the very same way it does for model frames and skins.
But what about entities like objects and props? Surely showing their scale is helpful for mappers, like lining up geometry, for one.
From #2678:
In Quake 3 engine games there exists the option to specify "modelscale" key on model ents to have a universal scale float to make the model larger or smaller than default.
You can either set "modelscale" (single float angle that affects xyz) or "modelscale_vec" which expects 3 floats to set each directional scale. modelscale_vec has precedence if both exist.
Could maybe add extra parameters to the entity config script when defining models?
Ex:
{ "scale" : "modelscale", "scaleaxis" : "modelscale_vec" }JKA game also has support for "zoffset" option for misc_model_static entity which allows shifting the rendered model by specified units from the actual point origin. (Used to avoid having a leaking entity if you want the model to stick in ground more)