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What is the ideal model, level and texture scale ? #215340
07/10/08 15:33
07/10/08 15:33
Joined: Jun 2008
Posts: 13
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Ankit Offline OP
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Ankit  Offline OP
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Hi everyone,

I have just started on gamestudio and i wanted to know what is the ideal size of the models and textures that I should use to create my game.
When I search for character models, some are small and others are very big in comparison.
I want to make a third person shooter similar to maxpayne 2.

Thanks a lot
Ankit

Re: What is the ideal model, level and texture scale ? [Re: Ankit] #215343
07/10/08 15:51
07/10/08 15:51
Joined: Nov 2007
Posts: 1,032
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croman Offline
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croman  Offline
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laugh it doesnt make a difference if some are smaller and some bigger. you can scale them up/down at any time. you can do that in med or wed. and a...dont start right away on shooter project if you're a newbie. start small, very small, read lite-c workshops, create a pong, or very simple 3d game on your own, completely on your own, then start slowly creating shooter....



Ubi bene, ibi Patria.
Re: What is the ideal model, level and texture scale ? [Re: croman] #215348
07/10/08 16:41
07/10/08 16:41
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Posts: 4,875
models between 2k and 5k for main characters,
skin size around 512² up to 1024²
level: try to stay as lowpoly as possible for your collision model. if you want to create detailed structures, use a simple box for collision if you can. the speed f the level depends on how many polygons, shaders, particles, models etc are visible at the same time. so use LOD and (self-scripted) vision occluders wisely.

Re: What is the ideal model, level and texture scale ? [Re: croman] #215350
07/10/08 16:52
07/10/08 16:52
Joined: Aug 2004
Posts: 2,215
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ISG Offline

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ISG  Offline

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I believe there are some pretty good tutorials that will teach you what size your models should be. In essence, the size should be decided prior to game development and used for all art you create. I mean, who wants a crate model twice the size of the character. Nagshi (who isn't a very active member anymore) had a great Max/Med conversion for size video tutorial, a very good watch if you can manage to find it.

However cerberi is correct, starting out with a Max Payne type game has a very low percentage of actually working out as you want it to. It's best to learn the programming first in small steps. Become familiar with everything, even work with a small developing team you find in the Jobs Offered forums and learn how it can be to work with a small team - even if the hopes of the project itself are low. You'll learn a lot.

Either way I wish you the best of luck.


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Re: What is the ideal model, level and texture scale ? [Re: ISG] #215419
07/11/08 05:35
07/11/08 05:35
Joined: Jun 2008
Posts: 13
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Ankit Offline OP
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Ankit  Offline OP
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Thanks for your replies guys. I did realise that it was too big a project a few days into it. However I do have a huge time constraint initially.

I dont want to implement bullet-time or even any shaders at all. My target is to create a simple 3rd person shooting game which runs on much older systems, and looks good by just using nice models and textures.

I then found out about intense X and bought a copy. It solved a lot of my problems as it has an in built movement code, weapons code, camera code, good AI etc which were all customizable.

I do know that starting without the knowledge of coding is not the best way but I dont have that much time right now.

When I opened the bundled models provided with intense x, they were sized at exactly 5 times x scale of cbabe. So thats what I am confused about, what should be the ideal model size I should use to make the game look good and not make it slow.

Thanks for the help
Ankit

Re: What is the ideal model, level and texture scale ? [Re: Ankit] #215557
07/12/08 01:01
07/12/08 01:01
Joined: Nov 2005
Posts: 103
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christian Offline
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christian  Offline
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The scale of your model is determined by the size of the doorways it must get through and the stairs it must climb.
Scale of your model has little affect on speed. Scaling does not affect face count and face count is what is important.
Block textures should be as small as possible until it affects the quality of the image.
Level scale is determined by the level design. To small and the the engine can't handle the angles. To large and you exceed the quant limit. So if your level consists of one three bedroom house, scale can be whatever you want. If you want 500 3 bedroom houses the scale will be very small.
So.. level design determines level scale--level scale determines doorway scale--doorway scale determines model scale.
*** use to be that the proper level scale for a shooter was 1 quant = 1 inch***
And of course if you build your entire level out of models that changes everything.


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Re: What is the ideal model, level and texture scale ? [Re: christian] #215644
07/12/08 15:39
07/12/08 15:39
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
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jigalypuff  Offline
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do it this way, when you import character a model into med set it`s scale to 1.0, then look at it in wed and see how it is scaled in comparison to your buildings, if to big reimport as 0.8 and work down (or up) till you get the scale right.
How i do it is like this, i import all my models into ultimate unwrap 3d. i scale to 20000 in there (it`s like uu set scale) then when i import into med i set scale on all models to 1.0 works perfectly smile


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: What is the ideal model, level and texture scale ? [Re: jigalypuff] #215740
07/13/08 07:49
07/13/08 07:49
Joined: Jun 2008
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Ankit Offline OP
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Ankit  Offline OP
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Joined: Jun 2008
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thanks for the help.. i'll try this out.


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