Happy to help
![smile smile](/ubb7/images/graemlins/default_dark/smile.gif)
Scaling without using the normals won't be very helpful for outlines. Scaling with the normals isn't a typical scale, it's more like it inflates like a balloon. You could scale the model by multiplying inPos by a scale factor before transforming it with matWorldViewProj, as prior to this transformation inPos just contains the vertex's coordinates in object space. But since frustum culling is based on the model's size in object space
prior to what you do in the vertex shader, large scales could produce a noticeable "pop-in" as the large version suddenly appears as the bounds of the normal-sized version come into view.
If you just want to scale the whole model, use ENTITY.scale_x, _y, and _z in your code (but you probably know that).
Basically, if you want to do outlines this way, using the vertex normals is the only way AFAIK.
Those gaps are weird, and I have no idea what's causing them. Perhaps some of the vertices in the guard model aren't welded together when they should be.
Jibb